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SCRIPTS.LST (Fallout)

FO76 publicteam xpd.pngFor an overview on script files, see script.
FO76 icon camptent.pngThe first column of the table contains the transcript of the script master list for Fallout, and the second column has links to pages with the decompiled script data.
SCRIPTS.LST
Transcript Decompiled
script
obj_dude.int   ; player script -- was cr_dialg.int  ; Testing                                 # local_vars=0
N/A
elder.int      ; The Elder from Shady Sands                                                   # local_vars=10
ELDER.INT
barter.int     ; The Barterman from Shady Sands                                               # local_vars=10
BARTER.INT
bguard.int     ; Only a bodyguard from Shady Sands for the Barterman                          # local_vars=5
BGUARD.INT
cow.int        ; It's just a cow.                                                             # local_vars=3
COW.INT
MoatGrd.int    ; Moat guard for the Gunrunners                                                # local_vars=10
MOATGRD.INT
guard.int      ; Guard from Shady Sands                                                       # local_vars=5
GUARD.INT
loser.int      ; The loser from Shady Sands                                                   # local_vars=5
LOSER.INT
pleasant.int   ; The pleasant peasant from Shady Sands                                        # local_vars=5
PLEASANT.INT
GunRnr.int     ; generic gunrunner                                                            # local_vars=9
GUNRNR.INT
map_init.int   ; Map for the Vault for the E3 demo                                            # local_vars=0
N/A
radscorp.int   ; Radiation Scorpions near Shady Sands                                         # local_vars=4
RADSCORP.INT
mutant2.int    ; Invisible Mutants                                                            # local_vars=11
MUTANT2.INT
sswell.int     ; Shady Sands well                                                             # local_vars=5
SSWELL.INT
set.int        ; Set, the leader of Necropolis                                                # local_vars=15
SET.INT
harry.int      ; Harry the Super mutant                                                       # local_vars=10
HARRY.INT
stimpack.int   ; Stimpack script to heal players when used                                    # local_vars=0
STIMPACK.INT
cover.int      ; A cover for the Manhole                                                      # local_vars=4
COVER.INT
manhole.int    ; A manhole that leads to the Necropolis Sewers                                # local_vars=4
MANHOLE.INT
ladder.int     ; Ladder leading down to the Necropolis Sewers                                 # local_vars=5
LADDER.INT
chair.int      ; A chairs in the hotel which you shouldn't sit on                             # local_vars=0
CHAIR.INT
coke.int       ; Nuka-Cola machine which lucky players can get money                          # local_vars=6
COKE.INT
computer.int   ; A broken computer in the managers office.                                    # local_vars=2
COMPUTER.INT
dead.int       ; Look at the dead bodies, daddy                                               # local_vars=2
DEAD.INT
desk.int       ; Standard, Master-issued desk, complete with nothing                          # local_vars=0
DESK.INT
1dedgul1.int   ; Dead ghouls (?)                                                              # local_vars=0
N/A
1molrat1.int   ; Mole Rat in Necropolis (?)                                                   # local_vars=1
1MOLRAT1.INT
1manhol1.int   ; Manhole to get to the Sewers in Necropolis (?)                               # local_vars=0
N/A
1ladder1.int   ; Ladder for the Manhole in Necropolis (?)                                     # local_vars=0
N/A
ghoul.int      ; Ghoul manager of the Necropolis hotel                                        # local_vars=9
GHOUL.INT
alphhotl.int   ; Map Script for Pre-Alpha demo                                                # local_vars=0
ALPHHOTL.INT
genghoul.int   ; Generic Ghoul from Necropolis                                                # local_vars=11
GENGHOUL.INT
Aradesh.int    ; Aradesh NPC from Shady Sands                                                 # local_vars=15
ARADESH.INT
Brahmin.int    ; Brahmin (cows) from Junktown who just stand there                            # local_vars=1
BRAHMIN.INT
Cougar.int     ; Doc Morbid's Assistant, Cougar, from Junktown                                # local_vars=9
COUGAR.INT
Flash.int      ; Doc Morbid's Assistant, Flash, from Junktown                                 # local_vars=13
FLASH.INT
JtGenGrd.int   ; Generic guards from Junktown                                                 # local_vars=15
JTGENGRD.INT
JtPeasnt.int   ; Generic peasants from Junktown                                               # local_vars=7
JTPEASNT.INT
Butch.int      ; Butch, leader of some merchants in Hub                                       # local_vars=20
BUTCH.INT
Cabbot.int     ; Cabbot, the initiate from the Brotherhood of Steel                           # local_vars=12
CABBOT.INT
Childmem.int   ; Children of the Cathedral member                                             # local_vars=11
CHILDMEM.INT
Decker.int     ; Decker, the head of the Hub Underground                                      # local_vars=25
DECKER.INT
Elder.int      ; The Elder of Shady Sands                                                     # local_vars=10
ELDER.INT
Gizmo.int      ; Gizmo, the casino owner in Junktown                                          # local_vars=13
GIZMO.INT
Harold.int     ; Harold, the old mutant from the Hub                                          # local_vars=20
HAROLD.INT
Jain.int       ; Jain, Priestess of the Children of the Cathedral                             # local_vars=13
JAIN.INT
Killian.int    ; Killian, law enforcement in Junktown                    # map_init           # local_vars=27
KILLIAN.INT
Laura.int      ; Laura, the spy for the Followers of the Apocalypse                           # local_vars=20
LAURA.INT
Loxley.int     ; Loxley, head of the Thieve's Guild in the hub                                # local_vars=17
LOXLEY.INT
Lt.int         ; The Lieutenant of the Master's army                                          # local_vars=13
LT.INT
Master.int     ; The general Bad guy of the entire game      # map_init                       # local_vars=14
MASTER.INT
Maxson.int      ; General John Maxson, High Elder of the Brotherhood of Steel                 # local_vars=21
MAXSON.INT
Morph.int       ; Morpheus (not relation to Orpheus) of the Children (power hungry)           # local_vars=15
MORPH.INT
Nicole.int      ; Yes, it is the same Nicole from the Followers of the Apocalypse             # local_vars=11
NICOLE.INT
Over.int        ; The great Overseer of Vault 13 (chicken)                                    # local_vars=22
OVER.INT
Rhombus.int     ; Rhombus, the Armsmaster for the Brotherhood of Steel                        # local_vars=18
RHOMBUS.INT
Tandi.int       ; Tandi, the minx from Shady Sands                     # map_init             # local_vars=15
TANDI.INT
Vree.int        ; Vree, the Scribe from the Brotherhood of Steel       # map_init             # local_vars=15
VREE.INT
1MoleRat.int    ; Mole Rat Boss (nasty guy)                                                   # local_vars=0
N/A
AirLock.int     ; Open this Airlock, and we all look at space                                 # local_vars=5
AIRLOCK.INT
Barry.int       ; Barry the Super Mutant                                                      # local_vars=10
BARRY.INT
DeadComp.int    ; Capt'n, the Computer's dead.                                                # local_vars=1
DEADCOMP.INT
Door.int        ; Sorry, the door has a lock on it. Try to pick it.    # map_init             # local_vars=3
DOOR.INT
Ganger.int      ; I'm afraid of all these Ganger ghouls.                                      # local_vars=8
GANGER.INT
Gary.int        ; Uh oh. It's Gary the Super Mutant                                           # local_vars=9
GARY.INT
Generic.int     ; Hey Mom! Look at the generic Ghouls                                         # local_vars=10
GENERIC.INT
GenGhoul.int    ; Hey Mom! Look at the generic Ghouls                                         # local_vars=8
GENGHOUL.INT
GenGlow1.int    ; It's a Generic Glowing One                                                  # local_vars=5
GENGLOW1.INT
GhDead.int      ; It's a dead ghoul that we see here.                                         # local_vars=3
GHDEAD.INT
GhDorGrd.int    ; Ghoul Door Guard.                                                           # local_vars=8
GHDORGRD.INT
GhGenDed.int    ; Generic dead ghouls for Necropolis.                                         # local_vars=1
GHGENDED.INT
GhGuard.int     ; Ghoul guard for Set.                                                        # local_vars=8
GHGUARD.INT
Ghoul.int       ; The ghoul manager of the Necropolis hotel.                                  # local_vars=7
GHOUL.INT
GhRefuge.int    ; Ghoul Refugee hiding the the Zombie hideout                                 # local_vars=8
GHREFUGE.INT
GhZero.int      ; A ghoul guard                                                               # local_vars=7
GHZERO.INT
GlowOne.int     ; Glowing Ones that are caged by Set.                                         # local_vars=5
GLOWONE.INT
Groundr.int     ; Necropolis Undergrounders                                                   # local_vars=9
GROUNDR.INT
Guard.int       ; Guard from Shady Sands                                                      # local_vars=5
GUARD.INT
Harry.int       ; Harry the Super mutant with many lines                                      # local_vars=10
HARRY.INT
Larry.int       ; Larry the Super Mutant                                                      # local_vars=10
LARRY.INT
Leader.int      ; The ghoul leader in Necropolis (Ganger?)                                    # local_vars=8
LEADER.INT
Manager.int     ; The Ghoul hotel manager                                                     # local_vars=8
MANAGER.INT
Mangled.int     ; Some mangled bodies in Necropolis.                                          # local_vars=0
MANGLED.INT
Meander.int     ; Some meandering ghouls                                                      # local_vars=9
MEANDER.INT
Mutant2.int     ; The invisible mutants.                                                      # local_vars=11
MUTANT2.INT
NH2OComp.int    ; Necropolis Water Computer                                                   # local_vars=6
NH2OCOMP.INT
NH2OPump.int    ; Necropolis Water Pump                                                       # local_vars=6
NH2OPUMP.INT
OddWall.int     ; There is something odd about this wall in Necropolis                        # local_vars=2
ODDWALL.INT
Prisonr.int     ; Prisoner of the Super Mutants in Necropolis                                 # local_vars=10
PRISONR.INT
Sally.int       ; Sally the male Super Mutant (sex change??)                                  # local_vars=7
SALLY.INT
graffiti.int    ; generic graffiti on the walls                                               # local_vars=1
GRAFFITI.INT
SetColer.int    ; Cooler in Set's room which has goodies.                                     # local_vars=5
SETCOLER.INT
SetDesk.int     ; Set's desk which has a note on it                                           # local_vars=2
SETDESK.INT
SetDoor1.int    ; Door to Set's room that is trapped                                          # local_vars=5
SETDOOR1.INT
SetGuard.int    ; Guards to protect Set from Harm.                                            # local_vars=5
SETGUARD.INT
SetSctDr.int    ; Set's Secret Door.                                                          # local_vars=5
SETSCTDR.INT
Smell.int       ; It's an odd smell in Necropolis (must be ghouls?)                           # local_vars=1
SMELL.INT
StimPack.int    ; A stim pack to heal you                                                     # local_vars=0
STIMPACK.INT
StoreRom.int    ; Spacial script for the Necropolis store room                                # local_vars=1
STOREROM.INT
Super.int       ; Super Mutants from the city Necropolis                                      # local_vars=8
SUPER.INT
Terry.int       ; Terry the Super Mutant (fly away)                                           # local_vars=8
TERRY.INT
Garret.int      ; Set's lacky in Necropolis                               # map_init          # local_vars=11
GARRET.INT
Gretch.int      ; Gretch, Doctor Morbid's Assistant                                           # local_vars=13
GRETCH.INT
Morbid.int      ; Doctor in Junktown known for taking body parts                              # local_vars=17
MORBID.INT
Dumar.int       ; Dumar, Acrolyte of the Children                                             # local_vars=6
DUMAR.INT
Barstow.int     ; Zack Barstow, Initiate of the Children                                      # local_vars=6
BARSTOW.INT
Genint.int      ; generic initiates for Children                                              # local_vars=6
GENINT.INT
JChidMem.int    ; Junktown Children of the Cathedral Member                                   # local_vars=11
JCHIDMEM.INT
Lookout.int     ; Necropolis Undergrounder Lookout                                            # local_vars=7
LOOKOUT.INT
MachIV.int      ; Mach IV computer in Buried Vaul that is broken                              # local_vars=0
MACHIV.INT
BlkRoom.int     ; Spacial to say the room is blocked in the Buried Vault                      # local_vars=1
BLKROOM.INT
RndDesrt.int    ; Random Encounter Desert Map                                                 # local_vars=0
RNDDESRT.INT
TGuard.int      ; Tower Guard for Shady Sands                                                 # local_vars=11
TGUARD.INT
cook.int        ; A cook from Shady Sands kitchen                                             # local_vars=7
COOK.INT
citizen.int     ; Random Citizen from Shady Sands                                             # local_vars=6
CITIZEN.INT
HousChar.int    ; A chair in the House of a citizen from Shady Sands                          # local_vars=0
HOUSCHAR.INT
AgathBed.int    ; Bed in Agatha's room from Shady Sands                                       # local_vars=0
AGATHBED.INT
RozBed.int      ; Bed in Razlo's room from Shady sands                                        # local_vars=0
ROZBED.INT
Wife.int        ; Razlo's wife from Shady Sands                                               # local_vars=7
WIFE.INT
SDresser.int    ; Dresser for Razlo or Agatha in Shady Sands                                  # local_vars=0
SDRESSER.INT
ShadyRug.int    ; Generic Rugs in Shady Sands                                                 # local_vars=0
SHADYRUG.INT
SBokcase.int    ; Shady Sands bookcase with books                                             # local_vars=0
SBOKCASE.INT
MuteJar.int     ; A jar of Mutated Fruit from Shady Sands                                     # local_vars=1
MUTEJAR.INT
ShadDesk.int    ; Desk in Aradesh's room from Shady Sands                                     # local_vars=0
SHADDESK.INT
CookShel.int    ; Shelf with food on them for the Kitchen in Shady Sands                      # local_vars=0
COOKSHEL.INT
CookTabl.int    ; Table in the Kitchen in Shady Sands which holds food.                       # local_vars=0
COOKTABL.INT
Fruit.int       ; Mutated fruit in the Gardens of Shady Sands                                 # local_vars=0
FRUIT.INT
PenSmell.int    ; Spacial script for the smell around the Brahmin Pen                         # local_vars=1
PENSMELL.INT
Razlo.int       ; Razlo from Shady Sands. Local Healer                                        # local_vars=20
RAZLO.INT
ValtCtzn.int    ; Vault 13 citizen with random lines                                          # local_vars=10
VALTCTZN.INT
ValtLock.int    ; Vault 13 airlock.                                                           # local_vars=3
VALTLOCK.INT
ValtMon.int     ; Vault 13 Monitor in the Meeting Room                                        # local_vars=0
VALTMON.INT
CoreComp.int    ; Central Core computers in Vault 13                                          # local_vars=0
CORECOMP.INT
LibComp.int     ; Library computer in Vault 13                                                # local_vars=2
LIBCOMP.INT
Assblow.int     ; Guard in Junktown, real name is now Kalnor                                  # local_vars=15
ASSBLOW.INT
GenRaidr.int    ; Generic Raiders                                                             # local_vars=12
GENRAIDR.INT
Garl.int        ; Garl from the Raiders' camp                                                 # local_vars=19
GARL.INT
RaidPris.int    ; Raider prisoner in the camp                                                 # local_vars=8
RAIDPRIS.INT
Petrox.int      ; Petrox, a Raider from the camp                                              # local_vars=7
PETROX.INT
Tolya.int       ; Tolya, a Desert Raider                                                      # local_vars=10
TOLYA.INT
Gwen.int        ; One of Garl's "Advisors." She is mean.                                      # local_vars=7
GWEN.INT
Diana.int       ; One of the Raiders who repairs raider equipment.                            # local_vars=8
DIANA.INT
Alya.int        ; High spirited female Raider                                                 # local_vars=7
ALYA.INT
LivingQ.int     ; Spacial in the living quarters of the Buried Vault                          # local_vars=1
LIVINGQ.INT
Meeting.int     ; Spacial in the Meeting room of the Buried Vault                             # local_vars=2
MEETING.INT
BVStore.int     ; Spacial in the Storage room of the Buried Vault                             # local_vars=1
BVSTORE.INT
BVLib.int       ; Spacial in the Library of the Buried Vault.                                 # local_vars=1
BVLIB.INT
BVCore.int      ; Spacial in the Central Core of the Buried Vault                             # local_vars=1
BVCORE.INT
BVMeet.int      ; Spacial in the Meeting room of Buried Vault (rat tunnel).                   # local_vars=1
BVMEET.INT
BVLive.int      ; Spacial in the Living Quarters of Buried Vault (key in chair).              # local_vars=1
BVLIVE.INT
UndrBed.int     ; Spacial in Living Quarters of Buried Vault (under bed)                      # local_vars=1
UNDRBED.INT
RubChip.int     ; Spacial in Rubble of Buried Vault. Chip is buried                           # local_vars=1
RUBCHIP.INT
RubCore.int     ; Spacial in Rubble of Buried Vault. Core is buried                           # local_vars=1
RUBCORE.INT
BVAirL.int      ; Spacial for Buried Vault. (Airlock)                                         # local_vars=1
BVAIRL.INT
HallDed1.int    ; Map script for Hall of Dead                                                 # local_vars=3
HALLDED1.INT
Gabriel.int     ; Gabe, the leader of the GunRunners                                          # local_vars=10
GABRIEL.INT
HiCraps.int     ; Hi stakes craps game                                                        # local_vars=4
HICRAPS.INT
NUp2Dwn1.int    ; jump from Ground-level to Sewers (Northern most) (Hall Dead)    # map_init  # local_vars=2
NUP2DWN1.INT
NUp2Dwn2.int    ; jump from Ground-level to Sewers (Southern most) (Hall Dead)    # map_init  # local_vars=2
NUP2DWN2.INT
NDwn2Up1.int    ; jump from Sewers to Ground-level (Northern most) (Hall Dead)    # map_init  # local_vars=2
NDWN2UP1.INT
NDwn2Up2.int    ; jump from Sewers to Ground-level (Southern most) (Hall Dead)    # map_init  # local_vars=2
NDWN2UP2.INT
GateDemo.int    ; Generic gate guard for the demo                                             # local_vars=7
GATEDEMO.INT
WtrGrd.int       ; Water guard for Vault 13                                                   # local_vars=9
WTRGRD.INT
WatrShed.int    ; Map script for the Necrop Water                                             # local_vars=3
WATRSHED.INT
NWUp2Dn1.int    ; jump from Ground-level to Sewers (West) (Necrop Water Shed)     # map_init  # local_vars=2
NWUP2DN1.INT
NWUp2Dn2.int    ; jump from Ground-level to Sewers (North) (Necrop Water Shed)    # map_init  # local_vars=2
NWUP2DN2.INT
NWUp2Dn3.int    ; jump from Ground-level to Sewers (South) (Necrop Water Shed)    # map_init  # local_vars=2
NWUP2DN3.INT
Cindy.int        ; Person getting rations from Vault 13                                       # local_vars=9
CINDY.INT
NWDn2Up1.int    ; jump from Sewers to Ground-level (North) (Necrop Water Shed)    # map_init  # local_vars=2
NWDN2UP1.INT
NWDn2Up2.int    ; jump from Sewers to Ground-level (West) (Necrop Water Shed)    # map_init   # local_vars=2
NWDN2UP2.INT
NWDn2Up3.int    ; jump from Sewers to Ground-level (South) (Necrop Water Shed)   # map_init   # local_vars=2
NWDN2UP3.INT
Andrew.int      ; Jail gaurd for the junktown cells                                           # local_vars=4
ANDREW.INT
HotelMap.int    ; Map script for Necrop Hotel                                                 # local_vars=3
HOTELMAP.INT
Lorraine.int    ; Lorraine from the Boneyard                                                  # local_vars=8
LORRAINE.INT
NHUp2Dn1.int    ; jump from Ground-level to Sewers (North) (Necrop Hotel)        # map_init   # local_vars=2
NHUP2DN1.INT
NHUp2Dn2.int    ; jump from Ground-level to Sewers (West) (Necrop Hotel)         # map_init   # local_vars=2
NHUP2DN2.INT
NHUp2Dn3.int    ; jump from Ground-level to Sewers (East) (Necrop Hotel)         # map_init   # local_vars=2
NHUP2DN3.INT
Officer.int       ; Officer from Vault 13                                                     # local_vars=7
OFFICER.INT
NHDn2Up1.int    ; jump from Sewers to Ground-level (North) (Necrop Hotel)        # map_init   # local_vars=2
NHDN2UP1.INT
NHDn2Up2.int    ; jump from Sewers to Ground-level (West) (Necrop Hotel)         # map_init   # local_vars=2
NHDN2UP2.INT
NHDn2Up3.int    ; jump from Sewers to Ground-level (East) (Necrop Hotel)         # map_init   # local_vars=2
NHDN2UP3.INT
RadSCave.int    ; Map Script for Rad Scorpion Caves                                           # local_vars=4
RADSCAVE.INT
Seth.int        ; Seth from Shady Sands to transport to Rad Scorpion Caves.                   # local_vars=11
SETH.INT
Medic.int       ; Medic from Vault 13.                                                        # local_vars=6
MEDIC.INT
GenVault.int    ; Generic Vault 13 dweller.                                                   # local_vars=8
GENVAULT.INT
JunkCas.int     ; Map Script for Casino area in Junktown                                      # local_vars=4
JUNKCAS.INT
JunkKill.int    ; Map Script for Killian's area in Junktown                                   # local_vars=3
JUNKKILL.INT
JunkEnt.int     ; Map Script for Entrance to Junktown                                         # local_vars=2
JUNKENT.INT
BLKROM.int       ; blocked room in the buried vault                                           # local_vars=1
BLKROM.INT
BVAIR.int       ; buried vault air lock                                                       # local_vars=1
BVAIR.INT
BVCache.int       ; cache of medical suppies in the buried vault                              # local_vars=1
BVCACHE.INT
BVEnt.int       ; Buried Vault ENtrance                                                       # local_vars=1
BVENT.INT
ShadyEt.int     ; Map Script for Shady Sands East                                             # local_vars=7
SHADYET.INT
ShadyWst.int    ; Map Script for Shady Sands West                                             # local_vars=7
SHADYWST.INT
MEDLAB.int       ; medlab in front of the buried vault                                        # local_vars=1
MEDLAB.INT
Shack.int       ; Shack above the buried vault                                                # local_vars=1
SHACK.INT
Seth2.int       ; Seth from Rad Scorpion Caves to transport to Shady Sands                    # local_vars=7
SETH2.INT
scribeA.int       ; Scribe from the brotherhood                                               # local_vars=7
SCRIBEA.INT
Vault13.int     ; Map Script for Vault 13                                                     # local_vars=3
VAULT13.INT
BVElv1W.int     ; Buried Vault Elevator. Level 1 West --> Level 2 East                        # local_vars=2
BVELV1W.INT
BVElv2E.int     ; Buried Vault Elevator. Level 2 East --> Level 1 West                        # local_vars=2
BVELV2E.INT
BVElv2W.int     ; Buried Vault Elevator. Level 2 West --> Level 3                             # local_vars=2
BVELV2W.INT
BVElv3.int      ; Buried Vault Elevator. Level 3 --> Level 2 West                             # local_vars=2
BVELV3.INT
BVBroken.int    ; Buried Vault. The elevator is broken                                        # local_vars=1
BVBROKEN.INT
BroHdEnt.int    ; Map Script for Brotherhood of Steel Entrance                                # local_vars=3
BROHDENT.INT
RatPit.int      ; Breeding Pit of rats in Vault 13 area                                       # local_vars=2
RATPIT.INT
FearDark.int    ; Vault 13. If the player is afraid of the dark                               # local_vars=1
FEARDARK.INT
ValtLeav.int    ; First time leaving Vault 13                                                 # local_vars=1
VALTLEAV.INT
ValtCupl.int    ; Couple from Vault 13 who take your room                                     # local_vars=7
VALTCUPL.INT
YourRoom.int    ; Spacial Script for your room.                                               # local_vars=2
YOURROOM.INT
SSGuide.int     ; Shady Sands Guide to help the player get started.                           # local_vars=11
SSGUIDE.INT
LiteLeav.int    ; Light showing from outside world   # map_init                               # local_vars=2
LITELEAV.INT
ValtCore.int    ; Spacial Script for Vault 13 Central Core                                    # local_vars=2
VALTCORE.INT
VCompOp.int     ; Water Computer in Vault 13 Operations Room                                  # local_vars=1
VCOMPOP.INT
ValtOp.int      ; Spacial Script for Vault 13 Operations                                      # local_vars=2
VALTOP.INT
ValtSec.int     ; Spacial Script for Vault 13 Security                                        # local_vars=2
VALTSEC.INT
ValtStor.int    ; Spacial Script for Vault 13 Storage                                         # local_vars=2
VALTSTOR.INT
ValtMeet.int    ; Spacial Script for Vault 13 Meeting room                                    # local_vars=2
VALTMEET.INT
ValtMed.int     ; Spacial Script for Vault 13 Medical Lab                                     # local_vars=2
VALTMED.INT
JunkDemo.int    ; Map Script for Junkdemo.Map (for demo)                                      # local_vars=0
N/A
GuarDemo.int    ; Junktown guard w/ pickpocket (for demo)                                     # local_vars=5
GUARDEMO.INT
WanRats.int     ; Wandering, Hostile rats                                                     # local_vars=2
WANRATS.INT
Flare.int       ; flares to light the player's way                                            # local_vars=1
FLARE.INT
ValEl1.int      ; Vault 13 Elevator level 1                                                   # local_vars=0
VALEL1.INT
ValEl2w.int     ; Vault 13 Elevator level 2 west                                              # local_vars=0
VALEL2W.INT
ValEl2e.int     ; Vault 13 Elevator level 2 east                                              # local_vars=0
VALEL2E.INT
ValEl3.int      ; Vault 13 Elevator level 3                                                   # local_vars=0
VALEL3.INT
Vaultbur.int    ; Map Script for Buried Vault                                                 # local_vars=4
VAULTBUR.INT
dog.int         ; a dog that wanders around                                                   # local_vars=0
DOG.INT
GhRndGrd.int    ; Random Ghoul Guard in Necropolis                                            # local_vars=8
GHRNDGRD.INT
GhKick.int      ; Ghoul who is going to kick your...                                          # local_vars=8
GHKICK.INT
Mutant3.int     ; Super Mutant in Hall Dead. Guards door (no move)                            # local_vars=9
MUTANT3.INT
Mutant4.int     ; Super Mutant in Hall Dead. Guards door (paces/checks for dead mutant3)      # local_vars=7
MUTANT4.INT
Mutant5.int     ; Super Mutant in Necropolis (place holder)                                   # local_vars=7
MUTANT5.INT
Ian.int         ; Injured Shady Sands guard                                                   # local_vars=9
IAN.INT
Curtis.int      ; Shady Sands farmer                                                          # local_vars=9
CURTIS.INT
Child.int       ; a generic Child                                                             # local_vars=6
CHILD.INT
RaidMap.int     ; Map Script for the Raider Camp                                              # local_vars=5
RAIDMAP.INT
MutFruit.int    ; Mutated Fruits (heals but gives rad damage)                                 # local_vars=0
MUTFRUIT.INT
RaidGrd.int     ; Raider Guard                                                                # local_vars=11
RAIDGRD.INT
Hunter.int      ; Bounty Hunter collecting on the Child killer's head                         # local_vars=8
HUNTER.INT
Dog2.int        ; Dog that follows you around if you are Mad Maxx                             # local_vars=4
DOG2.INT
Duc.int         ; Trader to Shady Sands                                                       # local_vars=10
DUC.INT
RndCity.int     ; Map Script for Random City encounter                                        # local_vars=0
RNDCITY.INT
RndCoast.int    ; Map Script for Random Coastal encounters                                    # local_vars=0
RNDCOAST.INT
RndMtn.int      ; Map Script for Random Mountain encounters                                   # local_vars=0
RNDMTN.INT
Gambler.int     ; Gambler in Junktown who appears in The Hub later on.                        # local_vars=8
GAMBLER.INT
VaultEnt.int    ; Map script for Vault Entrance                                               # local_vars=7
VAULTENT.INT
Miles.int       ; The chemist of Adytum                                                       # local_vars=8
MILES.INT
Smitty.int      ; Adytum's blacksmith                                                         # local_vars=8
SMITTY.INT
Adytownr.int    ; Generic script for an Adytowner                                             # local_vars=9
ADYTOWNR.INT
Regulatr.int    ; Generic Regulator, guard of Adytown           # map_init                    # local_vars=10
REGULATR.INT
Lorri.int       ;from the Brotherhood                                                         # local_vars=13
LORRI.INT
Sammael.int     ; Scav from Adytum                                                            # local_vars=8
SAMMAEL.INT
Caleb.int       ; Head of the Regulators from Adytum                                          # local_vars=11
CALEB.INT
Taylor.int      ; Shop keeper/trader from Adytum                                              # local_vars=8
TAYLOR.INT
Julianna.int       ; Julianna from the Adytum                                                 # local_vars=8
JULIANNA.INT
FolSchol.int    ; A scholar from the Followers                                                # local_vars=7
FOLSCHOL.INT
FolInit.int     ; An initiate from the Follower                                               # local_vars=6
FOLINIT.INT
FlSupMut.int    ; Super Mutant in the Followers area                                          # local_vars=7
FLSUPMUT.INT
ChidScol.int    ; a scholar from the Children                                                 # local_vars=6
CHIDSCOL.INT
ChidInit.int    ; An Initiate from the Children                                               # local_vars=6
CHIDINIT.INT
FolScout.int    ; A Scout for the Followers                                                   # local_vars=9
FOLSCOUT.INT
FolGuard.int    ; A Guard for the Followers                                                   # local_vars=7
FOLGUARD.INT
ThSupMut.int    ; Generic Thinker Super Mutant in the Boneyard                                # local_vars=8
THSUPMUT.INT
Heather.int     ; Heather, a spy for the Children                                             # local_vars=7
HEATHER.INT
Peter.int       ; Head of the Follower's scouts                                               # local_vars=7
PETER.INT
Jake.int        ; second in command of the Followers                                          # local_vars=9
JAKE.INT
Orfeo.int       ; Senior Children member in Boneyard                                          # local_vars=8
ORFEO.INT
Marney.int      ; The Doctor/Nurse of the Followers                                           # local_vars=9
MARNEY.INT
Neil.int        ; Neil, head of the Followers guard                                           # local_vars=8
NEIL.INT
Amber.int       ; teacher for the Followers                                                   # local_vars=10
AMBER.INT
Uthern.int      ; Leader of the Super Mutant Scouts in Boneyard                               # local_vars=9
UTHERN.INT
Talius.int      ; A ghoul Follower in the Boneyard                                            # local_vars=9
TALIUS.INT
ChdGuard.int    ; Generic Children guard in Boneyard                                          # local_vars=8
CHDGUARD.INT
ChdScout.int    ; Generic Children scout in Boneyard                                          # local_vars=8
CHDSCOUT.INT
ScSupMut.int    ; Generic Scout Super Mutant in the Boneyard                                  # local_vars=8
SCSUPMUT.INT
Razor.int       ; Razor, leader of the Blades                                                 # local_vars=8
RAZOR.INT
Blade.int       ; Generic Blades from the Boneyard                                            # local_vars=10
BLADE.INT
Fire.int        ; Fire, second in command of the Blades                                       # local_vars=8
FIRE.INT
Beca.int        ; Beca and Jade. Quartermistress of the Blades                                # local_vars=8
BECA.INT
Dolgan.int      ; Dolgan, the weaponmaster from the Blades                                    # local_vars=8
DOLGAN.INT
Michelle.int    ; Michelle, leader of the scouts for the Blades                               # local_vars=8
MICHELLE.INT
Dragon.int      ; Dragon, Night watchman for the Blades                                       # local_vars=8
DRAGON.INT
Romero.int      ; Just a Blade in love w/ some chick in Adytum                                # local_vars=9
ROMERO.INT
Brohd12.int     ; Map Script of the Brotherhood of Steel (level 1,2)                          # local_vars=4
BROHD12.INT
Brohd34.int     ; Map Script for Brotherhood of Steel (level 3,4)                             # local_vars=4
BROHD34.INT
Jon.int         ; John Zimmerman from the Adytum                                              # local_vars=9
JON.INT
RippPris.int    ; Ripper Prisoner in the Boneyard                                             # local_vars=7
RIPPPRIS.INT
ScribeB.int       ; Another scribe from the brotherhood                                       # local_vars=6
SCRIBEB.INT
BVLad.int       ; Buried Vault Ladder which leads to the Surface                              # local_vars=3
BVLAD.INT
CharBody.int    ; A charred body in the Glow                                                  # local_vars=1
CHARBODY.INT
BoneBody.int    ; dry bones from a body in the Glow                                           # local_vars=0
BONEBODY.INT
DeadBro.int     ; the corpses of dead Brotherhood people                                      # local_vars=1
DEADBRO.INT
GenDisk.int     ; Generic  Holodisks found in the Glow                                        # local_vars=1
GENDISK.INT
HotSpot.int     ; Radiation Hot Spot in the Glow (Spatial script)                             # local_vars=1
HOTSPOT.INT
PerNPwr.int     ; Dead person in Power Armour in the Glow.                                    # local_vars=2
PERNPWR.INT
Glo1Weap.int    ; Glow Level 1 Weapon Depot door.                                             # local_vars=5
GLO1WEAP.INT
GloComp.int     ; Computer ZR32 from the Glow.                                                # local_vars=1
GLOCOMP.INT
Glo3Supl.int    ; Glow Level 3 Supply Depot door.                                             # local_vars=3
GLO3SUPL.INT
GlowGen.int     ; The generator for the Glow.                                                 # local_vars=4
GLOWGEN.INT
GlowPump.int    ; The water pump from the Glow                                                # local_vars=1
GLOWPUMP.INT
SciRoom.int     ; The living quarters of the Esteemed scientists.                             # local_vars=2
SCIROOM.INT
SentryGn.int    ; Sentry Gun trap in the Glow                                                 # local_vars=5
SENTRYGN.INT
GloRdDor.int    ; The Red Pass Key doors in the Glow                                          # local_vars=5
GLORDDOR.INT
GloBlDor.int    ; The Blue Pass Key doors in the Glow                                         # local_vars=5
GLOBLDOR.INT
Glo3Wep.int     ; Glow, Level 3, Weapon Depot door.                                           # local_vars=3
GLO3WEP.INT
GlwBox.int      ; On Level 4 of the glow, Security Check Lockbox                              # local_vars=2
GLWBOX.INT
Tylier.int      ; Tylier, the security computer in the Glow                                   # local_vars=7
TYLIER.INT
GlowCage.int    ; Cage for the animals in the Glow                                            # local_vars=2
GLOWCAGE.INT
GlowTabl.int    ; Table in the Glow                                                           # local_vars=2
GLOWTABL.INT
Zax.int         ; Zax the AI computer from the Glow                                           # local_vars=10
ZAX.INT
GlwAlien.int    ; Skeleton of a dead alien body                                               # local_vars=2
GLWALIEN.INT
Freezer.int     ; Note in the freezer of the Glow.                                            # local_vars=2
FREEZER.INT
Farli.int       ; Farli from the Brotherhood of Steel                                         # local_vars=8
FARLI.INT
Darrel.int      ; Darrel, Cabbot's replacement in the Brotherhood                             # local_vars=15
DARREL.INT
PalGuard.int    ; Paladin Guard in the Brotherhood surface (Caravan Guard)                    # local_vars=8
PALGUARD.INT
Talus.int       ; Talus, Rombus's second in command.                                          # local_vars=20
TALUS.INT
Sophia.int      ; Sophia, an instructor for the Brotherhood                                   # local_vars=10
SOPHIA.INT
Michael.int     ; Distributes weapons to initiates.                                           # local_vars=13
MICHAEL.INT
Glo4Weap.int    ; Weapon depot on level 4 of the Glow                                         # local_vars=5
GLO4WEAP.INT
ScribeA.int     ; Scribe in the main computer room                                            # local_vars=7
SCRIBEA.INT
ScribeB.int     ; Generic Scribe                                                              # local_vars=7
SCRIBEB.INT
Sentry.int      ; Paladin guard after invasion                                                # local_vars=5
N/A
PaladinA.int    ; Paladin in the Hall of the Brotherhood.                                     # local_vars=7
PALADINA.INT
PaladinB.int    ; Paladin in the Guard room                                                   # local_vars=7
PALADINB.INT
PaladinC.int    ; Paladin in the Main Computer Room                                           # local_vars=7
PALADINC.INT
GloBlElv.int    ; Blue Elevator in the Glow.                                                  # local_vars=5
GLOBLELV.INT
KnightA.int     ; Knight in the Computer Room                                                 # local_vars=7
KNIGHTA.INT
KnightB.int     ; generic Knights in the Brotherhood.                                         # local_vars=7
KNIGHTB.INT
GlowDesk.int    ; a jammed desk in the Glow.                                                  # local_vars=2
GLOWDESK.INT
WeapSys.int     ; Spatial warning that the weapon system is armed.                            # local_vars=2
WEAPSYS.INT
Artifact.int    ; the artifact the Brotherhood sends you to find.                             # local_vars=2
ARTIFACT.INT
GloCabn.int     ; locked cabinet in the Glow.                                                 # local_vars=3
GLOCABN.INT
GasTrap.int     ; Gas Trap in the Glow                                                        # local_vars=2
GASTRAP.INT
LazrTrap.int    ; Laser beam trap in the Glow.                                                # local_vars=2
LAZRTRAP.INT
JtRaider.int    ; A crazy Raider in Junktown                                                  # local_vars=15
JTRAIDER.INT
Sinthia.int     ; Sinthia, the Sell Baby in Junktown                                          # local_vars=18
SINTHIA.INT
Marcelle.int    ; Owner of the Crash House in Junktown                                        # local_vars=16
MARCELLE.INT
KillSafe.int    ; Killian's personal safe.              # map_init                            # local_vars=4
KILLSAFE.INT
JtBob.int       ; Bob from Junktown. Pretty much a dead beat                                  # local_vars=11
JTBOB.INT
Trish.int       ; Trish, a waitress in Junktown's Skum Pit                                    # local_vars=17
TRISH.INT
V13Door.int     ; Main door to Vault 13  # map_init                                           # local_vars=2
V13DOOR.INT
V13Comp.int     ; Computer to open Vault 13 door.  # map_init                                 # local_vars=2
V13COMP.INT
DiskA.int       ; Holodisk w/ Alpha Experiment in the Glow                                    # local_vars=2
DISKA.INT
DiskD.int       ; Holodisk w/ Delta Experiment in the Glow                                    # local_vars=2
DISKD.INT
FEVDisk.int     ; Holodisk w/ FEV Experiment in the Glow                                      # local_vars=2
FEVDISK.INT
VreeDisk.int    ; Holodisk w/ Vree's report                                                   # local_vars=2
VREEDISK.INT
SecDisk.int     ; Holodisk w/ Security Code for the Glow                                      # local_vars=2
SECDISK.INT
CodeDisk.int    ; Holodisk w/ Brotherhood Honor Code                                          # local_vars=2
CODEDISK.INT
GenGambl.int    ; generic gambler in junktown                                                 # local_vars=8
GENGAMBL.INT
Phil.int        ; Phil is trying to get into his Junktown Condo    # map_init                 # local_vars=10
PHIL.INT
Junkdog.int     ; dog who is blocking phil from the Condo          # map_init                 # local_vars=6
JUNKDOG.INT
ChepSlot.int    ; cheapy slot machine                              # map_init                 # local_vars=4
CHEPSLOT.INT
GoodSlot.int    ; Good paying slot machine                         # map_init                 # local_vars=4
GOODSLOT.INT
LowJack.int     ; low stakes Blackjack                             # map_init                 # local_vars=4
N/A
HighJack.int    ; high stakes Blackjack.                           # map_init                 # local_vars=4
N/A
ChocTech.int    ; Children of the Cathedral Technician in the Military Base                   # local_vars=8
CHOCTECH.INT
Abel.int        ; Abel, lowers the Force Shield E                                             # local_vars=8
ABEL.INT
FieldA.int      ; Force Field A                                   # map_init                  # local_vars=3
FIELDA.INT
Radio.int       ; Radio for the Military Base                                                 # local_vars=5
RADIO.INT
VatSign.int     ; Sign to the Vats Control Room                                               # local_vars=1
VATSIGN.INT
VConDoor.int    ; Door to get into the Vats Control Room                                      # local_vars=3
VCONDOOR.INT
ForcComp.int    ; Force Field Controller Computer in the Vats                                 # local_vars=2
FORCCOMP.INT
MrHandyA.int    ; Mr. Handy from the Vats                                                     # local_vars=7
MRHANDYA.INT
MrHandyB.int    ; Mr. Handy from the Vats                                                     # local_vars=7
MRHANDYB.INT
Flip.int        ; Recent Convert to the Nightkin                                              # local_vars=8
FLIP.INT
RobCtrl.int     ; No, this does not control me, It controls the Robots                        # local_vars=4
ROBCTRL.INT
VSgTeam9.int    ; Vats, Sargeant of Team 9 Nightkin                                           # local_vars=8
VSGTEAM9.INT
VatTeam9.int    ; Vats, Team 9 member                                                         # local_vars=8
VATTEAM9.INT
VConComp.int    ; Vats Control Computer                                                       # local_vars=3
VCONCOMP.INT
PeasantD.int    ; This is Phil's smart-alec friend                                            # local_vars=10
PEASANTD.INT
DemoComp.int    ; Computer for the demo                                                       # local_vars=0
N/A
DemoDog.int     ; dog for the Demo    # map_init                                              # local_vars=5
DEMODOG.INT
DemoPeas.int    ; Phil's smart-alec friend for the Demo   # map_init                          # local_vars=5
DEMOPEAS.INT
DemoPhil.int    ; Phil in the dog scenerio for demo     # map_init                            # local_vars=5
DEMOPHIL.INT
Zack.int        ; some loser from the Gunrunners                                              # local_vars=10
ZACK.INT
Theresa.int     ; Faction leader in the Vault trying to get out of the Vault (not from MI)    # local_vars=9
THERESA.INT
Rebel.int       ; Rebels against the Empire and the Emperor Overseer                          # local_vars=7
REBEL.INT
DemoDoor.int    ; locked freezer in the demo                                                  # local_vars=0
N/A
ScribeC.int     ; a third scribe from the brotherhood                                         # local_vars=7
SCRIBEC.INT
Jason.int       ; Jason from Adytum.                                                          # local_vars=10
JASON.INT
Thug.int        ; generic thug from the boneyard                                              # local_vars=7
THUG.INT
Lasher.int      ; Lasher from the Children of the Cathedral                                   # local_vars=10
LASHER.INT
Vinnie.int      ; Leader of the Skuls gang in Junktown                                        # local_vars=10
VINNIE.INT
Victor.int      ; Skulz Sociopath                                                             # local_vars=9
VICTOR.INT
Shark.int       ; Skulz ganger in the Scum Pit                                                # local_vars=9
SHARK.INT
Sherry.int      ; Another member of the Skulz                                                 # local_vars=19
SHERRY.INT
Tycho.int       ; Desert Ranger in Junktown                                                   # local_vars=8
TYCHO.INT
GenSkulz.int    ; generic Skulz member                                                        # local_vars=8
GENSKULZ.INT
Slummer.int     ; Brainwashed member of the Children                                          # local_vars=10
SLUMMER.INT
Zark.int        ; Cathedral Thug                                                              # local_vars=10
ZARK.INT
Calder.int      ; Flower child of the Children                                                # local_vars=8
CALDER.INT
ChidNite.int    ; Generic Nightkin at the Cathedral                                           # local_vars=7
CHIDNITE.INT
ChidGAB.int     ; Children Generic Attitude Boy                                               # local_vars=8
CHIDGAB.INT
GenChant.int    ; Generic Chanter from the Children                                           # local_vars=8
GENCHANT.INT
Barracus.int    ; Leader of the Thug faction in the Children                                  # local_vars=10
BARRACUS.INT
Chanter.int     ; Generic Chanter 1 from the Children                                         # local_vars=8
CHANTER.INT
Francis.int     ; Sister Francis from the Children                                            # local_vars=10
FRANCIS.INT
DocWu.int       ; foul-mouthed doc from the Children                                          # local_vars=13
DOCWU.INT
Rutger.int      ; second in command of the Far Go Traders                                     # local_vars=30
RUTGER.INT
Phrax.int       ; From the Demo, guard for the Crypts.                                        # local_vars=4
N/A
DemoGen.int     ; Generator for the demo                                                      # local_vars=0
N/A
DemoCryp.int    ; generic Crypt ganger member for the demo                                    # local_vars=4
N/A
DemoFool.int    ; generic Fool ganger memeber for the demo                                    # local_vars=4
N/A
Lenny.int       ; the Bhrama master for the demo                                              # local_vars=4
N/A
Icepick.int     ; Leader of the Fools.                                                        # local_vars=4
N/A
Skizzer.int     ; gate guard for the demo                                                     # local_vars=4
N/A
Pez.int         ; generic peasant for the demo                                                # local_vars=4
N/A
Rock.int        ; another guard for the demo                                                  # local_vars=4
N/A
Lex.int         ; Leader of Scrapheap for the demo                                            # local_vars=4
N/A
Rayze.int       ; leader of the Crypts for the demo                                           # local_vars=4
N/A
Skippy.int      ; Lead wirecutter boy                                                         # local_vars=4
N/A
Baka.int        ; Leader of the Fools                                                         # local_vars=4
N/A
ScoutC.int      ; has the player scouted the Crypts?                                          # local_vars=4
N/A
ScoutF.int      ; has the player scouted the Fools?                                           # local_vars=4
N/A
FollMap.int     ; this is the map for the Followers in the Boneyard                           # local_vars=3
FOLLMAP.INT
SemiComp.int    ; Computer that is barely functional in Necrop Vault                          # local_vars=5
SEMICOMP.INT
RadRat.int      ; Rats which make you have a healthly glow                                    # local_vars=1
RADRAT.INT
NGarFrdg.int    ; Necropolis, Garret's Fridge      # map_init                                 # local_vars=5
NGARFRDG.INT
WtrLadr.int     ; Ladder. Leads to ground  [from the sewers above NecVault]                   # local_vars=0
WTRLADR.INT
NecVLadr.int    ; Ladder leading from the Necrop vault to the sewers                          # local_vars=0
NECVLADR.INT
NecVHole.int    ; Manhole leading to the Necrop Vault                                         # local_vars=0
NECVHOLE.INT
WtrHole.int     ; Manhole. Leads to Sewers [towards NecVault]                                 # local_vars=0
WTRHOLE.INT
ValtNec.int     ; Map Script for the Necrop Vault                                             # local_vars=11
VALTNEC.INT
TownMap.int     ; This will bring up the townmap if the player tries using the obj.           # local_vars=0
TOWNMAP.INT
MVAirloc.ssl    ;  Master's Vault: Airlock door   # map_init                                  # local_vars=3
MVAIRLOC.INT
MVBShelf.ssl    ;  Master's Vault: Bookshelf                                                  # local_vars=2
MVBSHELF.INT
MVSctShf.ssl    ;  Master's Vault: Bookshelf with secret door                                 # local_vars=5
MVSCTSHF.INT
V13Cave.int     ; Map Script for the Vault 13 cave                                            # local_vars=2
V13CAVE.INT
MVRCrDor.int    ; Reactor Core Door in the Master's Vault                                     # local_vars=2
MVRCRDOR.INT
Command.int     ; something for the military base                                             # local_vars=5
COMMAND.INT
GenSupr.int     ; Generic super mutant in the military base                                   # local_vars=9
GENSUPR.INT
Krupper.int     ; Krupper from the military base                                              # local_vars=8
KRUPPER.INT
Vanhag.int      ; Vanhaggen from the military base                                            # local_vars=12
VANHAG.INT
Vasquez.int     ; Vasquez from junktown                                                       # local_vars=12
VASQUEZ.INT
JnkScout.int    ; Scout in Junktown                                                           # local_vars=7
JNKSCOUT.INT
PeasantC.int    ; peasant in Junktown                                                         # local_vars=10
PEASANTC.INT
GenRaid2.int    ; another type of generic Raider                                              # local_vars=12
GENRAID2.INT
Jarvis.int      ; Some guy from Shady Sands         # map_init                                # local_vars=10
JARVIS.INT
MBStrong.int    ; Map Script for the Military Base  [Stronghold]                              # local_vars=3
MBSTRONG.INT
MBVats.int      ; Map Script for the Military Base  [Vats]                                    # local_vars=3
MBVATS.INT
MBEnt.int       ; Map Script for the Military Base  [Entrance]                                # local_vars=2
MBENT.INT
Childrn1.int    ; Map Script for the lower level of the Children of the Cathedral             # local_vars=4
CHILDRN1.INT
Childrn2.int    ; Map Script for the Towers of the Children of the Cathedral                  # local_vars=4
CHILDRN2.INT
Master1.int     ; Map Script for the upper 2 level of the Master's Vault                      # local_vars=3
MASTER1.INT
Master2.int     ; Map Script for the lower 2 level of the Master's Vault                      # local_vars=15
MASTER2.INT
MVComp.int      ; Nuclear warhead control computer in the Master's Vault                      # local_vars=5
MVCOMP.INT
MVNuke.int      ; The nuclear warhead in the Master's Vault                                   # local_vars=3
MVNUKE.INT
MVDwn2Up.int    ; go from the lower layers of Master's Vault to the upper                     # local_vars=0
MVDWN2UP.INT
MVUp2Dwn.int    ; go from the upper layers to the lower layers of Master's Vault              # local_vars=0
MVUP2DWN.INT
Chid2Mas.int    ; go from the Children of the Cathedral to the Master's Lair                  # local_vars=0
CHID2MAS.INT
Mas2Chid.int    ; go from the Master's Lair to the Children                                   # local_vars=0
MAS2CHID.INT
Chid2Twr.int    ; go from the main floor to tower of the Children                             # local_vars=0
CHID2TWR.INT
Tow2Chid.int    ; go from the tower to main floor of the Children                             # local_vars=0
TOW2CHID.INT
COCDoor.int     ; Transport from outside to inside of Children                                # local_vars=0
COCDOOR.INT
Cave2v13.int    ; Vault 13 caves to Vault 13                                                  # local_vars=0
CAVE2V13.INT
V132Cave.int    ; Vault 13 to Vault13 caves                                                   # local_vars=0
V132CAVE.INT
SecDoor.int     ; door to vault 13 armory    # map_init                                       # local_vars=3
SECDOOR.INT
SpotLite.int    ; affect the light level of the light scenery  # map_init                     # local_vars=0
SPOTLITE.INT
WtrThief.int    ; Water Thief from Vault 13                                                   # local_vars=8
WTRTHIEF.INT
Jennifer.int    ; Jennifer from the Brotherhood of Steel                                      # local_vars=15
JENNIFER.INT
Blast.int       ; an explosion for the Buried Vault                                           # local_vars=1
BLAST.INT
UzChair.int     ; Use a chair from the Buried Vault                                           # local_vars=1
UZCHAIR.INT
CaveWall.int    ; the portion of the cave wall which can be destroyed                         # local_vars=2
CAVEWALL.INT
elev0.int       ; Bos1 (Brotherhood of Steel)                                                 # local_vars=0
ELEV0.INT
elev1.int       ; Bos2 (entrance)                                                             # local_vars=0
ELEV1.INT
elev2.int       ; Master1                                                                     # local_vars=0
ELEV2.INT
elev3.int       ; Master2 (lower-level)                                                       # local_vars=0
ELEV3.INT
elev4.int       ; Military Base 1                                                             # local_vars=0
ELEV4.INT
elev5.int       ; Military Base 2 (lower-level)                                               # local_vars=0
ELEV5.INT
elev6.int       ; Vault13                                                                     # local_vars=0
ELEV6.INT
Barfly.int      ; some loser in the bar in Junktown                                           # local_vars=8
BARFLY.INT
BV2Vault.int    ; Teleports player from the Shack to the Buried Vault                         # local_vars=0
BV2VAULT.INT
ColaTruk.int    ; Map Script for special random encounter Cola Truck                          # local_vars=0
COLATRUK.INT
FSauser.int     ; Map Script for special random encounter Flying Sauser                       # local_vars=0
FSAUSER.INT
Glowent.int     ; Map Script for Glow Entrance                                                # local_vars=0
GLOWENT.INT
GlowMap1.int    ; Map Script for Glow (levels 1-3)                                            # local_vars=0
GLOWMAP1.INT
GlowMap2.int    ; Map Script for Glow (Levels 4-6)                                            # local_vars=0
GLOWMAP2.INT
LAAdytum.int    ; Map Script for Adytum                                                       # local_vars=0
LAADYTUM.INT
LABlades.int    ; Map Script for the Blades from the Boneyard                                 # local_vars=0
LABLADES.INT
LAGunRun.int    ; Map Script for Gunrunners from the Boneyard                                 # local_vars=0
LAGUNRUN.INT
LARipper.int    ; Map Script for the Rippers from the Boneyard                                # local_vars=0
LARIPPER.INT
HubEnt.int      ; Map Script for Hub Entrance                                                 # local_vars=0
HUBENT.INT
HubDwnTn.int    ; Map Script for Downtown Hub                                                 # local_vars=0
HUBDWNTN.INT
HubHeigt.int    ; Map Script for The Heights of Hub                                           # local_vars=0
HUBHEIGT.INT
HubOldTn.int    ; Map Script for Old Towne Hub                                                # local_vars=0
HUBOLDTN.INT
HubWater.int    ; Map Script for Water Merchants of Hub                                       # local_vars=0
HUBWATER.INT
DethCave.int    ; Map Script for Deathclaw Cave                                               # local_vars=0
DETHCAVE.INT
DrWhoMap.int    ; Map Script for Dr. Who special encounter                                    # local_vars=0
DRWHOMAP.INT
LgFtPrnt.int    ; Map Script for Large Foot Print special encounter                           # local_vars=0
N/A
UsedCar.int     ; Map Script for Used Car Salesman special encounter                          # local_vars=0
USEDCAR.INT
TalkCows.int    ; Map Script for Talking Cows special encounter                               # local_vars=0
TALKCOWS.INT
JTUp2Dn.int     ; Getting from Garage to Morbid's Lab               # map_init                # local_vars=0
JTUP2DN.INT
JTDn2Up.int     ; getting from Morbid's lab to Garage               # map_init                # local_vars=0
JTDN2UP.INT
Viola.int       ; convert from the Followers to the Children                                  # local_vars=10
VIOLA.INT
Surf.int        ; dude, what's with these Children?                                           # local_vars=12
SURF.INT
ChocDoor.int    ; Door to get out of the Children of the Cathedral                            # local_vars=0
CHOCDOOR.INT
Dane.int        ; psycho person who knows too much                                            # local_vars=35
DANE.INT
Jonathan.int    ; someone from the Brotherhood                                                # local_vars=11
JONATHAN.INT
Student.int     ; student who is learning combat in the brotherhood                           # local_vars=7
STUDENT.INT
Cath2MV.int     ; spacial to take you from the Cathedral to the Master's Lair                 # local_vars=0
CATH2MV.INT
Glo4Supl.int    ; level 4 of the Glow, Supply Room                                            # local_vars=7
GLO4SUPL.INT
Hall2Mtl.int    ; spatial script to take you from the Hall of the Dead to Motel sewers        # local_vars=1
HALL2MTL.INT
Hall2Shd.int    ; spatial to take you from the Hall to the Watershed                          # local_vars=1
HALL2SHD.INT
Motel2Hl.int    ; spatial from the Motel to the Hall                                          # local_vars=1
MOTEL2HL.INT
Lyle.int        ; man who actually had some water rations stolen                              # local_vars=6
LYLE.INT
Neal.int        ; the bartender for the Skum Pitt.                                            # local_vars=14
NEAL.INT
TrapFlor.int    ; there is a trap on the floor in the glow                                    # local_vars=3
TRAPFLOR.INT
Kenji.int       ; Gunman hired by Gizmo to kill Killian                                       # local_vars=10
KENJI.INT
GEnt2Lv1.int    ; spatial. Glow entrance to Level 1 of the glow                               # local_vars=0
GENT2LV1.INT
GLv12Ent.int    ; Use the rocks to go from the Glow Level 1 to Entrance                       # local_vars=0
GLV12ENT.INT
CTower1.int     ; Catherdral Tower to level 1                                                 # local_vars=0
CTOWER1.INT
CTower2.int     ; Catherdral Tower to level 2                                                 # local_vars=0
CTOWER2.INT
CTower3.int     ; Catherdral Tower to level 3                                                 # local_vars=0
CTOWER3.INT
ExitBase.int    ; Spatial script which will allow you to get out of the Military Base         # local_vars=0
EXITBASE.INT
SSRadSco.int    ; Shady Sands Radscorpions for the Quest                                      # local_vars=4
SSRADSCO.INT
Lars.int        ; Sergeant of the guards in Junktown.                                         # local_vars=9
LARS.INT
elev6_m1.int    ; Glow Elevator 1 (really *6*, but vault13 is in place there)                 # local_vars=0
N/A
elev7.int       ; Glow Elevator 2                                                             # local_vars=0
ELEV7.INT
elev9.int       ; Necropolis Elevator                                                         # local_vars=0
ELEV9.INT
elev10.int      ; Extra Milb Elevator                                                         # local_vars=0
ELEV10.INT
elev11.int      ; Extra Glow Elevator                                                         # local_vars=0
ELEV11.INT
GenMutan.int    ; Generic mutant in the master's vault                                        # local_vars=8
GENMUTAN.INT
GenSarg.int     ; Generic sargent mutant in the master's vault                                # local_vars=8
GENSARG.INT
MBOut2In.int    ; door script to allow the player to get into the Military Base               # local_vars=2
MBOUT2IN.INT
Trophy.int      ; Neal's bowling trophy.                                                      # local_vars=2
TROPHY.INT
Saul.int        ; Saul, boxer for Gizmo                                                       # local_vars=9
SAUL.INT
Gustofer.int    ; Saul's Manager                                                              # local_vars=7
GUSTOFER.INT
Robot.int       ; Robots from the master's lair                                               # local_vars=7
ROBOT.INT
VGateMut.int    ; Super mutant patrolling gate of the Vats.                                   # local_vars=4
VGATEMUT.INT
VPLotMut.int    ; Super Mutant Sergeant patrolling parking lot.                               # local_vars=4
VPLOTMUT.INT
VFenceMt.int    ; Super mutant patrolling fence of the Vats.                                  # local_vars=4
VFENCEMT.INT
DoorCode.int    ; Script for the tape with the Vats door code.                                # local_vars=3
DOORCODE.INT
Guard2.int      ; Second Garret in Watershed Map                                              # local_vars=5
GUARD2.INT
VDoorMut.int    ; Vats Door Mutant                                                            # local_vars=7
VDOORMUT.INT
FieldB.int      ; Force Field B: Stronghold generic            # map_init                     # local_vars=3
FIELDB.INT
FieldC.int      ; Force Field C: Stronghold east side          # map_init                     # local_vars=3
FIELDC.INT
FieldD.int      ; Force Field D: Stronghold north side         # map_init                     # local_vars=3
FIELDD.INT
FieldE.int      ; Force Field E: Stronghold south side         # map_init                     # local_vars=3
FIELDE.INT
FieldF.int      ; Force Field F: Vats security hall            # map_init                     # local_vars=3
FIELDF.INT
FieldG.int      ; Force Field G: Vats elevator A               # map_init                     # local_vars=3
FIELDG.INT
FieldH.int      ; Force Field H: Vats control room             # map_init                     # local_vars=3
FIELDH.INT
FieldI.int      ; Force Field I: Vats hallway                  # map_init                     # local_vars=3
FIELDI.INT
ForceCon.int    ; Generic force field controller script        # map_init                     # local_vars=3
FORCECON.INT
VTeam1.int      ; Mutant team num 1 in Vats                                                   # local_vars=6
VTEAM1.INT
VTeam2.int      ; Mutant team num 2 in Vats                                                   # local_vars=6
VTEAM2.INT
VTeam3.int      ; Mutant team num 3 in Vats                                                   # local_vars=7
VTEAM3.INT
VTeam4.int      ; Mutant team num 4 in Vats                                                   # local_vars=6
VTEAM4.INT
VTeam5.int      ; Mutant team num 5 in Vats                                                   # local_vars=6
N/A
VTeam6.int      ; Mutant team num 6 in Vats                                                   # local_vars=6
N/A
VTeam7.int      ; Mutant team num 7 in Vats                                                   # local_vars=6
VTEAM7.INT
VTeam8.int      ; Mutant team num 8 in Vats                                                   # local_vars=6
VTEAM8.INT
avery.int       ; guard for Lorenzo in the Hub                                                # local_vars=4
AVERY.INT
bill.int        ; guard for Lorenzo in the Hub                                                # local_vars=4
N/A
billy.int       ; boy who works for Dan the Brahmin Man                                       # local_vars=14
BILLY.INT
bob.int         ; Bob's Iguana Bits owner                                                     # local_vars=9
N/A
bobsign.int     ; Sign outside Bob's Iguana Bits                                              # local_vars=4
N/A
cally.int       ; Another bodyguard for Lorenzo                                               # local_vars=4
N/A
cleo.int        ; Guard for Lorenzo in the Hub                                                # local_vars=4
CLEO.INT
crvndrvr.int    ; Generic Caravan Driver in the Hub                                           # local_vars=4
N/A
dan.int         ; Dan 'the Brahmin Man'. sells Brahmin                                        # local_vars=10
DAN.INT
danwife.int     ; Dan's Wife                                                                  # local_vars=4
DANWIFE.INT
deadguy.int     ; Someone who was stupid enough to mess w/ Decker                             # local_vars=6
DEADGUY.INT
deckgrd.int     ; One of Decker's Guards                                                      # local_vars=4
DECKGRD.INT
demetre.int     ; Demetre, head of the Crimson Caravans                                       # local_vars=15
DEMETRE.INT
fry.int         ; Deputy Fry of the Hub Police                                                # local_vars=8
FRY.INT
dogmeat.int     ; Dogmeat, dog who is friends w/ jacob                                        # local_vars=0
DOGMEAT.INT
elecdoor.int    ; Electronic lock on a door in the Hub                                        # local_vars=5
N/A
electrap.int    ; Electronic Trap in the Thieves' Circle                                      # local_vars=4
N/A
femfarmr.int    ; Female Farmer for the Hub                                                   # local_vars=4
FEMFARMR.INT
fgtgard.int     ; Far Go Trader generic Guard                                                 # local_vars=5
FGTGARD.INT
gencop.int      ; Generic police force in the Hub                                             # local_vars=4
GENCOP.INT
genfgt.int      ; Generic Far Go Trader                                                       # local_vars=4
GENFGT.INT
genskag.int     ; Generic Skag of the Hub                                                     # local_vars=4
GENSKAG.INT
guido.int       ; Guido, Manager of the Friendly Lending Company                              # local_vars=10
N/A
gunlock.int     ; Lock on the gun storage                                                     # local_vars=5
N/A
hbodgrd2.int    ; Bodyguard in the Hub                                                        # local_vars=5
HBODGRD2.INT
hchdgrd.int     ; Hub Children guard                                                          # local_vars=8
HCHDGRD.INT
hgenfarm.int    ; Generic Farmer in the Hub                                                   # local_vars=5
HGENFARM.INT
hgengrd.int     ; Generic Guard in the hub                                                    # local_vars=5
N/A
hightowr.int    ; Daren Hightower, leader of the Water Merchants                              # local_vars=5
HIGHTOWR.INT
htwrgrd.int     ; One of Hightower's Guards                                                   # local_vars=5
HTWRGRD.INT
htwrwife.int    ; Hightower's wife                                                            # local_vars=4
HTWRWIFE.INT
hubber.int      ; Generic Hubber (Hub Dweller)                                                # local_vars=4
N/A
hubcarvn.int    ; Hub Caravan (generic)                          # map_init                   # local_vars=4
N/A
hubcop.int      ; Generic Hub Cop                                                             # local_vars=4
N/A
hubflrcd.int    ; Flower Child in the Hub                                                     # local_vars=4
HUBFLRCD.INT
hubjake.int     ; Jacob of the Weapons Shop. Sells big toys                                   # local_vars=10
HUBJAKE.INT
hubpatnt.int    ; Patient in the Children's hospital in the Hub                               # local_vars=6
HUBPATNT.INT
hubsmity.int    ; Smitty from the Hub                                                         # local_vars=4
HUBSMITY.INT
jasmine.int     ; Jasmine, second in command of the Thieves Guild                             # local_vars=8
JASMINE.INT
jobpost.int     ; Job Post where all the jobs in the Hub are posted                           # local_vars=5
N/A
kane.int        ; Kane, second in command of the Underground                                  # local_vars=25
KANE.INT
keri.int        ; Keri, Demetre's daughter. in the Crimson Caravans                           # local_vars=15
KERI.INT
leon.int        ; Leon, one of Guido's Guards                                                 # local_vars=5
LEON.INT
lorenzo.int     ; Lorenzo, seedy character who occasionally helps the Underground             # local_vars=20
LORENZO.INT
mstmerch.int    ; Master Merchant from the hub                                                # local_vars=8
MSTMERCH.INT
richie.int      ; Richie, guards a safe in the Hub                    # map_init              # local_vars=5
RICHIE.INT
rufus.int       ; Rufus, cyber hack in the Hub                                                # local_vars=4
N/A
rutger.int      ; Rutger, second in command of the Far Go Traders                             # local_vars=10
RUTGER.INT
sid.int         ; Sid, annoying little twit who helps Beth            # map_init              # local_vars=4
SID.INT
thorndyk.int    ; Thorndyke, Dr. in the Children in the Hub                                   # local_vars=10
THORNDYK.INT
troy.int        ; Troy, a super mutant in the Hub                                             # local_vars=7
TROY.INT
wmcarvn.int     ; Water Merchants Caravan                                                     # local_vars=15
WMCARVN.INT
wtrMGrd.int     ; Water Merchant Guards                                                       # local_vars=5
N/A
RadioCom.int    ; Radio control computer in the Vats.   # map_init                            # local_vars=4
RADIOCOM.INT
Comptrol.int    ; Super Mutant comptroller.                                                   # local_vars=4
COMPTROL.INT
HGenCvan.int    ; Generic Hub Caravan                                                         # local_vars=4
HGENCVAN.INT
VatWarn.int     ; Warning of trap corridor in the Vats.                                       # local_vars=4
VATWARN.INT
VatAlert.int    ; Spatial to set off the alarm in the Vats.                                   # local_vars=4
VATALERT.INT
VPlasma.int     ; Plasma trap in the Vats.                                                    # local_vars=4
VPLASMA.INT
VBOOM.int       ; Explosive trap in the Vats.                                                 # local_vars=4
VBOOM.INT
VLaser.int      ; Laser trap in the Vats.                                                     # local_vars=4
VLASER.INT
VMonowir.int    ; Monowire trap in the Vats.                                                  # local_vars=4
VMONOWIR.INT
VLocker.int     ; Trapped locker in the Vats.                                                 # local_vars=4
N/A
HBeth.int       ; Beth who runs the general store in the Hub      # map_init                  # local_vars=25
HBETH.INT
HallGrd.int     ; Generic Gaurd in the Brotherhood Hallways                                   # local_vars=7
HALLGRD.INT
RoomGrd.int     ; Generic Room guard in the Brotherhood                                       # local_vars=5
ROOMGRD.INT
Spar.int        ; Sparing match for the brotherhoodd                                          # local_vars=5
SPAR.INT
Cheater.int     ; Cheat for QA                                                                # local_vars=0
CHEATER.INT
Izo.int         ; Gizmo's nijamatic bodyguard                                                 # local_vars=4
IZO.INT
Katja.int       ; Skulk in Boneyard area                                                      # local_vars=10
KATJA.INT
Ady2Stor.int    ; Ladder from Adytum to the store.                                            # local_vars=0
ADY2STOR.INT
Stor2Ady.int    ; Ladder from store to Adytum.                                                # local_vars=0
STOR2ADY.INT
FolDn2Up.int    ; Followers, from cellar up.                                                  # local_vars=0
FOLDN2UP.INT
FolUp2Dn.int    ; Followers, from main level to cellar.                                       # local_vars=0
FOLUP2DN.INT
HDtDn2Up.int    ; Hub, Downtown, ladder going down to up                                      # local_vars=0
HDTDN2UP.INT
HDtUp2Dn.int    ; Hub, Downtown, ladder going up to down                                      # local_vars=0
HDTUP2DN.INT
HDtVault.int    ; Vault to FLC in the Hub                         # map_init                  # local_vars=5
HDTVAULT.INT
MrHandyC.int    ; Mr. Handy for cleaning up the Vats.                                         # local_vars=5
MRHANDYC.INT
Student.int     ; The Students being trained in the Brotherhood                               # local_vars=15
STUDENT.INT
Thomas.int      ; trainer in the Brotherhood                      # map_init                  # local_vars=15
THOMAS.INT
ModReact.int    ; DO NOT ATTACH TO ANYTHING. JUST IN TO MAKE THINGS COMPILE                   # local_vars=5
MODREACT.INT
Ady2Farm.int    ; Moves dude from Adytum to hydroponic farms                                  # local_vars=5
ADY2FARM.INT
Farm2Ady.int    ; Moves dude from hydroponic farms to Adytum                                  # local_vars=5
FARM2ADY.INT
Ady2Cell.int    ; Moves dude from Adytum to cellars                                           # local_vars=5
ADY2CELL.INT
Cell2Ady.int    ; Moves dude from cellars to Adytum                                           # local_vars=5
CELL2ADY.INT
GizGuard.int    ; Gizmo's casino guards                                                       # local_vars=5
GIZGUARD.INT
Ripper.int      ; generic ripper for the boneyard                                             # local_vars=3
RIPPER.INT
MutDisk.int     ; disk w/ transmissions from mutants in deathclaw cave                        # local_vars=3
MUTDISK.INT
DethClaw.int    ; deathclaw from the Hub                                                      # local_vars=4
DETHCLAW.INT
Deathspr.int    ; Deathclaw spore                                                             # local_vars=5
DEATHSPR.INT
FishrMan.int    ; Random fisherman.                                                           # local_vars=4
FISHRMAN.INT
FishrSon.int    ; Random fisherman's son.                                                     # local_vars=4
FISHRSON.INT
Tardis.int      ; Script for the special Tardis encounter.                  # map_init        # local_vars=3
TARDIS.INT
FootMap.int     ; Map script for giant footprint.                                             # local_vars=3
FOOTMAP.INT
WhoMap.int      ; Map script for the Tardis map.                                              # local_vars=3
N/A
TalkCow.int     ; Script for the talking Brahmin.                                             # local_vars=3
N/A
TCowMap.int     ; Map script for the talking cows.                                            # local_vars=3
N/A
MissBro.int     ; Missing Brotherhood initiate in the Hub                                     # local_vars=6
MISSBRO.INT
HubCaptr.int    ; Captors of the missing initiate                                             # local_vars=6
HUBCAPTR.INT
animfrvr.int    ; This is a script for animating background scenery        # map_init         # local_vars=4
ANIMFRVR.INT
ThfU2D.int      ; ladder to go from ground to cellar of the Thieves' Circle                   # local_vars=0
THFU2D.INT
ThfD2U.int      ; ladder to go from cellar to ground of the Thieves' Circle                   # local_vars=0
THFD2U.INT
MVNews.int      ; Newspaper machine in the Master's Vault                                     # local_vars=0
MVNEWS.INT
Dealer.int      ; Insane used car dealer.                                                     # local_vars=4
DEALER.INT
UsedCar.int     ; Map script for the used car lot.                                            # local_vars=0
USEDCAR.INT
BroDead.int     ; Map script for Brotherhood of Steel, destroyed version.                     # local_vars=0
BRODEAD.INT
ChilDead.int    ; Map script for Cathedral, destroyed version.                                # local_vars=0
CHILDEAD.INT
MBDead.int      ; Map script for Military Base, destroyed version.                            # local_vars=0
MBDEAD.INT
Sarah.int       ; Sarah, girlfriend to the mutant Flip.                                       # local_vars=5
SARAH.INT
Agatha.int      ; The old storyteller of Shady Sands, Agatha.                                 # local_vars=5
AGATHA.INT
Chuck.int       ; Gypsy fortune-teller of Adytum.                                             # local_vars=7
CHUCK.INT
Alan.int        ; Recent enthusiastic Follower convert.                                       # local_vars=5
N/A
Brenden.int     ; New Initiate of the BOS.                                                    # local_vars=5
BRENDEN.INT
Patrick.int     ; Strange Celtic wanderer.                                                    # local_vars=5
PATRICK.INT
Ismarc.int      ; Extremely annoyed musician.                                                 # local_vars=5
ISMARC.INT
Enemy.int       ; Responses from people who don't want to talk to the dude.                   # local_vars=5
N/A
Alex.int        ; Night watch Regulator for Adytum.                                           # local_vars=7
ALEX.INT
Gideon.int      ; Leader of the prisoners in the Master's Lair                                # local_vars=6
GIDEON.INT
Jerem.int       ; Captive in the masters Lair                                                 # local_vars=6
JEREM.INT
AirGrd.int      ; Gaurd in the Master's Lair                                                  # local_vars=6
AIRGRD.INT
AirGrd2.int     ; Another type of Guard in the Master's Lair                                  # local_vars=6
AIRGRD2.INT
BOSLori.int     ; Brotherhood of Steel Doctor                                                 # local_vars=13
BOSLORI.INT
Moore.int       ; person in the master's lair                                                 # local_vars=6
MOORE.INT
Lucy.int        ; person in the master's lair                                                 # local_vars=6
LUCY.INT
Wiggup.int      ; mutant in the master's lair                                                 # local_vars=6
WIGGUP.INT
MadSci.int      ; mad scientist in the master's lair                                          # local_vars=15
MADSCI.INT
Vincent.int     ; mutant in the master's lair                                                 # local_vars=14
VINCENT.INT
FARMPART.int    ; farm parts for adytum                                                       # local_vars=0
FARMPART.INT
MLPrison.int    ; Master's lair Prisoner                                                      # local_vars=8
MLPRISON.INT
GenPris.int     ; Generic prisoner in the Master's Lair                                       # local_vars=4
GENPRIS.INT
PrisCon.int     ; Prison Control force Fields                      # map_init                 # local_vars=4
PRISCON.INT
thomas2.int     ; Thomas from the Brotherhood (on another map)                                # local_vars=10
THOMAS2.INT
Monster.int     ; Monsters in the Master's Vault.                                             # local_vars=0
MONSTER.INT
PsyCon.int      ; Psychic control comupter.                                                   # local_vars=4
PSYCON.INT
Rae.int         ; Confused mutant in the Master's Vault                                       # local_vars=8
RAE.INT
BHDoor.int      ; main door to the brotherhood of steel          # map_init                   # local_vars=3
BHDOOR.INT
BOSAsIs.int     ; Brotherhood Dr. Assistant                                                   # local_vars=8
BOSASIS.INT
RD1Init.int     ; Roommate in the Brotherhood                                                 # local_vars=8
RD1INIT.INT
GenInit.int     ; Generic Initiate in the Brotherhood                                         # local_vars=8
GENINIT.INT
Coyote.int      ; random dog in the wild                                                      # local_vars=0
COYOTE.INT
Smone.int       ; Mutants from the Master's Lair                     # map_init               # local_vars=5
SMONE.INT
SmTwo.int       ; Mutants from the Master's Lair                     # map_init               # local_vars=5
SMTWO.INT
Justin.int      ; Sherrif of Hub                                                              # local_vars=12
JUSTIN.INT
Falcon1.int     ; Bartender at the Falcon                                                     # local_vars=8
FALCON1.INT
Merch1.int      ; Merchant from the Hub                                                       # local_vars=5
N/A
Lance.int       ; Shady Sands guard on long patrol.                                           # local_vars=4
LANCE.INT
LoneRaid.int    ; Lone Raider trying to get to camp.                                          # local_vars=4
LONERAID.INT
RndMerch.int    ; Random Hub merchants.                                                       # local_vars=4
N/A
PalScout.int    ; Random Paladin scouts.                                                      # local_vars=4
N/A
Trent.int       ; Survivor of a Deathclaw attack.                                             # local_vars=4
TRENT.INT
HDealer.int     ; dealer in the falcon for craps                                              # local_vars=4
HDEALER.INT
HSlots.int      ; slot machines in the Hub                                                    # local_vars=4
HSLOTS.INT
HRndBar.int     ; Random dialog in the bar of the HUb                                         # local_vars=4
HRNDBAR.INT
HGenGamb.int    ; generic gamblers in the hub                                                 # local_vars=4
HGENGAMB.INT
HHooker.int     ; Hooker in the Falcon                                                        # local_vars=4
HHOOKER.INT
HJohn.int       ; Hooker's customer in the Falcon                                             # local_vars=4
HJOHN.INT
HGenDeal.int    ; Generic Dealer in the Falcon                                                # local_vars=4
HGENDEAL.INT
smpray.int      ; praying mutants in masters vault                                            # local_vars=4
SMPRAY.INT
cpray.int       ; praying children in masters vault                                           # local_vars=4
CPRAY.INT
PeasVict.int    ; Peasant victim for random encounters.                                       # local_vars=4
PEASVICT.INT
HRoulet.int     ; roulette dealer from the hub                                                # local_vars=4
HROULET.INT
JunkPeas.int    ; generic peasant in Junktown                                                 # local_vars=6
JUNKPEAS.INT
Teacher.int     ; Teacher in the Brotherhood.                                                 # local_vars=4
TEACHER.INT
Genscrib.int    ; Scribe in Brotherhood                                                       # local_vars=4
GENSCRIB.INT
Genknigh.int    ; Knight in Brotherhood                                                       # local_vars=4
GENKNIGH.INT
Genpalad.int    ; Paladin in Brotherhood                                                      # local_vars=4
GENPALAD.INT
Hslots.int      ; Slot machines in the Hub                                                    # local_vars=4
HSLOTS.INT
RipUp2Dn.int    ; Stairs up from the Rippers' cellar.                                         # local_vars=0
RIPUP2DN.INT
RipDn2Up.int    ; Stairs down from the Rippers' hideout.                                      # local_vars=0
RIPDN2UP.INT
Rd1Scrb1.int    ; Random Scribe from the Brotherhood                                          # local_vars=4
RD1SCRB1.INT
Rd1Knig.int     ; Random Dialog for the Knights in the Brotherhood                            # local_vars=4
RD1KNIG.INT
term.int        ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM.INT
term1.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM1.INT
term2.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
[TERM2.INT[]]
term3.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM3.INT
term4.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM4.INT
term5.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM5.INT
term6.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM6.INT
term7.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM7.INT
term8.int       ; terminal in the Brotherhood            # map_init                           # local_vars=4
TERM8.INT
Locker.int      ; generic locked locker                                                       # local_vars=4
LOCKER.INT
Mantis.int      ; preying Mantis                                                              # local_vars=4
MANTIS.INT
WorkRoom.int    ; exploding work table in the Brotherhood              # map_init             # local_vars=6
WORKROOM.INT
MadBrot.int     ; mad scientist in the brotherhood                                            # local_vars=9
MADBROT.INT
Women.int       ; women in the raiders camp which can be killed                               # local_vars=4
WOMEN.INT
Sink.int        ; You can use this sink to dirty your hands                                   # local_vars=4
SINK.INT
Revulse.int     ; Corridor of revulsion                                                       # local_vars=4
REVULSE.INT
fieldgen.int    ; field generator in the military base                                        # local_vars=4
FIELDGEN.INT
ElevCon.int     ; Elevator Control for the Force Fields to the Nuke Bomb     # map_init       # local_vars=6
ELEVCON.INT
Dogmeat.int     ; Bomb to blow up the Followers from the Gunrunners                           # local_vars=4
DOGMEAT.INT
BroHist.int     ; Holodisk for the Brotherhood history                                        # local_vars=4
BROHIST.INT
SopDisk.int     ; Sophia's History disk of the Brotherhood                                    # local_vars=4
SOPDISK.INT
MaxDisk.int     ; Maxson's Version of the history of the Brotherhood                          # local_vars=4
MAXDISK.INT
Loot.int        ; Fridge in the Raiders camp                                                  # local_vars=3
LOOT.INT
HubSafe.int     ; safe for Lorenzo's stuff                # map_init                          # local_vars=4
HUBSAFE.INT
GenRaidA.int    ; Generic raider for random encounter                                         # local_vars=4
GENRAIDA.INT
GenRaidB.int    ; Generic raider for random encounter                                         # local_vars=4
GENRAIDB.INT
GenRaidC.int    ; Generic raider for random encounter                                         # local_vars=4
GENRAIDC.INT
GenMercA.int    ; Generic Merchant for random encounter                                       # local_vars=4
GENMERCA.INT
GenMercB.int    ; Generic merchant for random encounter                                       # local_vars=4
GENMERCB.INT
GenMercC.int    ; Generic merchant for random encounter                                       # local_vars=4
N/A
GenGrdA.int     ; Generic guard for random encounter                                          # local_vars=4
GENGRDA.INT
GenGrdB.int     ; Generic guard for random encounter                                          # local_vars=4
GENGRDB.INT
GenGrdC.int     ; Generic guard for random encounter                                          # local_vars=4
GENGRDC.INT
GenPalA.int     ; Generic paladin for random encounter                                        # local_vars=4
GENPALA.INT
GenPalB.int     ; Generic paladin for random encounter                                        # local_vars=4
GENPALB.INT
GenPalC.int     ; Generic paladin for random encounter                                        # local_vars=4
N/A
CrvnTeam.int    ; Caravan team for the random encounters                                      # local_vars=4
CRVNTEAM.INT
CrvnMstr.int    ; Animals who attack the caravan                                              # local_vars=0
CRVNMSTR.INT
CrvnEnmy.int    ; People who attack the caravans                                              # local_vars=4
CRVNENMY.INT
KillStor.int    ; stuff for Killian's store                # map_init                         # local_vars=3
KILLSTOR.INT
CarEnctr.int    ; Caravan Random Encounters                                                   # local_vars=3
CARENCTR.INT
GenChat.int     ; generic messagage file                                                      # local_vars=0
N/A
CCVan.int       ; Crimson Caravan Dealer (gives jobs) (temp)                                  # local_vars=4
CCVAN.INT
FGTVan.int      ; Far Go Traders Dealer (Gives jobs) (temp)                                   # local_vars=4
FGTVAN.INT
WMVan.int       ; Water Merchants Dealer (gives jobs) (temp)                                  # local_vars=4
WMVAN.INT
LaryKnig.int    ; Knight Larry in the Brotherhood                                             # local_vars=6
LARYKNIG.INT
VreScrib.int    ; Vree's scribe in the brotherhood                                            # local_vars=4
VRESCRIB.INT
vregrd.int      ; Vree's guard                                                                # local_vars=4
VREGRD.INT
MaxGrd.int      ; Maxson's guard                                                              # local_vars=4
MAXGRD.INT
Jerem2.int      ; Jeremia from the Master's Lair                                              # local_vars=6
JEREM2.INT
WoodDoor.int    ; wooden door script to blow up doors                                         # local_vars=3
WOODDOOR.INT
MetlDoor.int    ; metal door script to blow up doors                                          # local_vars=3
METLDOOR.INT
HubEnctr.int    ; Caravan Random encounters return to the hub                                 # local_vars=3
HUBENCTR.INT
HGenVan2.int    ; caravan people who are leaving the hub (generic)                            # local_vars=3
HGENVAN2.INT
FGTRtnVn.int    ; Far Go Traders Return to the Hub                                            # local_vars=4
N/A
CCRtnVn.int     ; Crimson Caravans Return to the Hub                                          # local_vars=4
N/A
WMRtnVn.int     ; Water Merchants Return to the Hub                                           # local_vars=4
N/A
AllNOne.int     ; Merchant for the All in One Store                                           # local_vars=6
ALLNONE.INT
Armory.int      ; merchant for the Armory Store                                               # local_vars=4
N/A
AdyStore.int    ; store in Adytum                           # map_init                        # local_vars=0
ADYSTORE.INT
ExitLite.int    ; lights for scenery objects                                                  # local_vars=0
EXITLITE.INT
Rope.int        ; for message file                                                            # local_vars=0
N/A
ArmsDeal.int    ; Jake the Arms Dealer in the Hub                                             # local_vars=4
ARMSDEAL.INT
GDoor.int       ; Ghoul Door in Necropolis                                                    # local_vars=3
GDOOR.INT
JunkJail.int    ; spatial script for the junktown jail cell                                   # local_vars=2
JUNKJAIL.INT
Tread.int       ; ghoul near vault door in Necrop                                             # local_vars=4
TREAD.INT
Dirtnap.int     ; ghouls near water chip in Necrop                                            # local_vars=4
DIRTNAP.INT
Valtglo.int     ; generic ghouls in Necrop Vault                                              # local_vars=4
VALTGLO.INT
ValtComp.int    ; generic computer for Vault 13                                               # local_vars=2
VALTCOMP.INT
RedFarm.int     ; red peasant farmer in the Hub                                               # local_vars=5
REDFARM.INT
GrnFarm.int     ; green farmer in the Hub                                                     # local_vars=5
GRNFARM.INT
HCaravn1.int    ; Generic Caravan Merchant Gaurd                   # map_init                 # local_vars=4
HCARAVN1.INT
HCaravn2.int    ; Generic Caravan Merchant Gaurd                   # map_init                 # local_vars=4
HCARAVN2.INT
HCaravn3.int    ; Generic Caravan Merchant Gaurd                   # map_init                 # local_vars=4
HCARAVN3.INT
HCaravn4.int    ; Generic Caravan Merchant Gaurd                   # map_init                 # local_vars=4
HCARAVN4.INT
CRedDoor.int    ; Locked door needing the red COC Badge            # map_init                 # local_vars=4
CREDDOOR.INT
CBlkDoor.int    ; Locked door needing the Black COC Badge          # map_init                 # local_vars=4
CBLKDOOR.INT
Mat.int         ; Caravan driver at the Hub Entrance               # map_init                 # local_vars=5
MAT.INT
Luke.int        ; Caravan driver at the Hub Entrance               # map_init                 # local_vars=4
LUKE.INT
John.int        ; Security guard at the Entrance of the Hub        # map_init                 # local_vars=4
JOHN.INT
JDoor.int       ; Jeremiah's secret door in the master's lair      # map_init                 # local_vars=4
JDOOR.INT
Library.int     ; Library in the Vault 13                                                     # local_vars=4
LIBRARY.INT
CrashRm.int     ; Spatial for room #1 in the Junktown crash house                             # local_vars=3
CRASHRM.INT
JakeDoor.int    ; Door to Jake's shop in the Hub            # map_init                        # local_vars=2
JAKEDOOR.INT
JakeDesk.int    ; Desk in Jake's Shop in the Hub                                              # local_vars=3
JAKEDESK.INT
Bookcase.int    ; bookcase in master's lair                                                   # local_vars=3
BOOKCASE.INT
MLOps.int       ; Master's lair Ops Control center                                            # local_vars=3
MLOPS.INT
Viscious.int    ; Viscious from the Master's Lair                                             # local_vars=10
VISCIOUS.INT
VaultBox.int    ; Water storage box in V 13                     # map_init                    # local_vars=2
VAULTBOX.INT
MstrComp.int    ; Computer in the Master's Lair                                               # local_vars=4
MSTRCOMP.INT
Childoor.int    ; Secure door in the Children in the Hub                                      # local_vars=5
CHILDOOR.INT
HWMHost.int     ; just a guy who tells you things in the area                                 # local_vars=4
HWMHOST.INT
CarvLead.int    ; Generic destination person who will give you $$     # map_init              # local_vars=8
CARVLEAD.INT
GenBCase.int    ; generic Bookcase                                                            # local_vars=2
GENBCASE.INT
BroInvad.int    ; Brotherhood Paladins who help invade the Cathedral          # map_init      # local_vars=6
BROINVAD.INT
FolInvad.int    ; Followers Invaders who help invade the Cathedral            # map_init      # local_vars=6
FOLINVAD.INT
Mike.int        ; Mike, the Old town guide                                                    # local_vars=5
MIKE.INT
Vance.int       ; Vance, the drug dealer in the Hub                                           # local_vars=5
VANCE.INT
Junkie.int      ; Drug Junkie in the Hub                                                      # local_vars=6
JUNKIE.INT
NDebris.int     ; North Debris                                                                # local_vars=2
NDEBRIS.INT
SDebris.int     ; South Debris                                                                # local_vars=2
SDEBRIS.INT
EDebris.int     ; East Debris                                                                 # local_vars=2
EDEBRIS.INT
WDebris.int     ; West Debris                                                                 # local_vars=2
WDEBRIS.INT
GPwrTerm.int    ; Power Terminals in the Glow                                                 # local_vars=4
GPWRTERM.INT
FootPrnt.int    ; Spatial of Ghoul footprints leading to the sewer                            # local_vars=2
FOOTPRNT.INT
WMGuard.int     ; Water Merchant Gaurd                                                        # local_vars=4
WMGUARD.INT
GSenRob.int     ; sentry droid for the Glow                                                   # local_vars=4
GSENROB.INT
GloYlDor.int    ; Yellow security door in the Glow                                            # local_vars=6
GLOYLDOR.INT
WMGroup.int     ; Water Merchants--generic ppl around the merchants                           # local_vars=5
WMGROUP.INT
CCGuard.int     ; Crimson Caravan guards from the Hub                                         # local_vars=4
CCGUARD.INT
BoxGuard.int    ; guards around the boxing arena in Junktown                                  # local_vars=4
BOXGUARD.INT
GunCache.int    ; Cache of Gunrunners weapons                         # map_init              # local_vars=4
GUNCACHE.INT
SDoor.int       ; Door that can't be openned                                                  # local_vars=1
SDOOR.INT
PowerMut.int    ; Super Mutant Guarding power armour                                          # local_vars=4
POWERMUT.INT
bullbord.int    ; Bulletin board outside of the hub                                           # local_vars=2
BULLBORD.INT
GunCase.int     ; Suitcase that the gunrunners give you                                       # local_vars=0
GUNCASE.INT
Gunther.int     ; Just some guy in the Hub                                                    # local_vars=6
GUNTHER.INT
Slappy.int      ; Crazed bum in the Hub                                                       # local_vars=6
SLAPPY.INT
CathShop.int    ; Person in the Cathedral who sells things          # map_init                # local_vars=6
CATHSHOP.INT
CathCase.int    ; Bookcase in the cathedral to hold items           # map_init                # local_vars=0
CATHCASE.INT
Kyle.int        ; Kyle from the Brotherhood                                                   # local_vars=7
KYLE.INT
Lemmy.int       ; guy that Gus designed to point you around                                   # local_vars=10
LEMMY.INT
Bethgrd.int     ; guys outside the weapons shop                                               # local_vars=6
N/A
DCMutant.int    ; Dying Mutant in the deathclaw cave                                          # local_vars=6
DCMUTANT.INT
FGTCarvn.int    ; Far Go Trader caravan peoples                                               # local_vars=15
FGTCARVN.INT
MutAmbsh.int    ; Mutant Ambush for the Random Encounters                                     # local_vars=4
MUTAMBSH.INT
DocLockr.int    ; Doc Morbid's locker                                                         # local_vars=5
DOCLOCKR.INT
CrashBox.int    ; Crash house fridge                                                          # local_vars=4
CRASHBOX.INT
SkumDoor.int    ; Skum Pit door                                     # map_init                # local_vars=4
SKUMDOOR.INT
SupAmbsh.int    ; Super Mutant Ambush for random encounters                                   # local_vars=4
SUPAMBSH.INT
MoatChek.int    ; dex check for the moat                                                      # local_vars=4
MOATCHEK.INT
MystStrn.int    ; Mysterious Stranger Script                                                  # local_vars=4
MYSTSTRN.INT
SupGrd.int      ; Supply guards for the Brotherhood                                           # local_vars=4
SUPGRD.INT
SupDoor.int     ; Supply door in the Brotherhood                                              # local_vars=4
SUPDOOR.INT
VWepLokr.int    ; Vats Weapon Locker                                # map_init                # local_vars=4
VWEPLOKR.INT
BroLock.int     ; Brotherhood footlockers                                                     # local_vars=4
BROLOCK.INT
ValtDisk.int    ; Holodisk that gives all vault locations                                     # local_vars=4
VALTDISK.INT
Staple.int      ; Mrs. Stapleton in the Hub (librarian)                                       # local_vars=10
STAPLE.INT
Klaxon.int      ; Alarm in the Vats                                 # map_init                # local_vars=4
KLAXON.INT
Toggle.int      ; Toggle switch for the Vats                                                  # local_vars=2
TOGGLE.INT
Paul.int        ; Paul from the weapons division in the Brotherhood                           # local_vars=6
PAUL.INT
HtwrLeon.int    ; Leon the guard at the Hightower place                                       # local_vars=6
HTWRLEON.INT
VPlsTrap.int    ; Vats Plasma Trrap                                                           # local_vars=3
VPLSTRAP.INT
VExdTrap.int    ; Vats Explosion trap                                                         # local_vars=3
VEXDTRAP.INT
VElcTrap.int    ; Vats Electric Trap                                                          # local_vars=3
VELCTRAP.INT
HtwrGrge.int    ; George the guard for the hightowers                                         # local_vars=7
HTWRGRGE.INT
HtwrRick.int    ; Rick, yet another of hightwoers guards                                      # local_vars=6
HTWRRICK.INT
HtwrBox.int     ; strongbox w/ a necklace in it                                               # local_vars=6
HTWRBOX.INT
KilDoor1.int    ; Killian Door 1                                  # map_init                  # local_vars=3
KILDOOR1.INT
KilDoor2.int    ; Killian Door 2                                  # map_init                  # local_vars=3
KILDOOR2.INT
Emiter1a.int    ; Force Field Emitter 1a for MBStrg12             # map_init                  # local_vars=4
EMITER1A.INT
Field1a.int     ; Force Field for Emitter 1a                      # map_init                  # local_vars=4
FIELD1A.INT
MorbCool.int    ; Morbid's cooler                                                             # local_vars=3
MORBCOOL.INT
HtwrDoor.int    ; Front door to the Hightower's place                                         # local_vars=4
HTWRDOOR.INT
Field2a.int     ; Force Field for Emitter 2a                      # map_init                  # local_vars=4
FIELD2A.INT
Emiter2a.int    ; Force Field Emitter 2a for MBStrg12             # map_init                  # local_vars=4
EMITER2A.INT
Field3a.int     ; Force Field for Emitter 3a                      # map_init                  # local_vars=4
FIELD3A.INT
Emiter3a.int    ; Force Field Emitter 3a for MBStrg12             # map_init                  # local_vars=4
EMITER3A.INT
Field4a.int     ; Force Field for Emitter 4a                      # map_init                  # local_vars=4
FIELD4A.INT
Emiter4a.int    ; Force Field Emitter 4a for MBStrg12             # map_init                  # local_vars=4
EMITER4A.INT
Field5a.int     ; Force Field for Emitter 5a                      # map_init                  # local_vars=4
FIELD5A.INT
Emiter5a.int    ; Force Field Emitter 5a for MBStrg12             # map_init                  # local_vars=4
EMITER5A.INT
Field6a.int     ; Force Field for Emitter 6a                      # map_init                  # local_vars=4
FIELD6A.INT
Emiter6a.int    ; Force Field Emitter 6a for MBStrg12             # map_init                  # local_vars=4
EMITER6A.INT
Floater.int     ; Generic Floaters for Random Encounters                                      # local_vars=4
FLOATER.INT
Lenore.int      ; Denizen of Junktown                                                         # local_vars=4
LENORE.INT
BitsBob.int     ; Iguna Bob from the Hub                                                      # local_vars=10
BITSBOB.INT
KaneDoor.int    ; Door for Kane in the Hub                                                    # local_vars=2
KANEDOOR.INT
Field1b.int     ; Force Field for Emitter 2a                      # map_init                  # local_vars=4
FIELD1B.INT
Emiter1b.int    ; Force Field Emitter 2a for MBStrg12             # map_init                  # local_vars=4
EMITER1B.INT
Field2b.int     ; Force Field for Emitter 3a                      # map_init                  # local_vars=4
FIELD2B.INT
Emiter2b.int    ; Force Field Emitter 3a for MBStrg12             # map_init                  # local_vars=4
EMITER2B.INT
PainFeld.int    ; Pain Field in the Vats                                                      # local_vars=0
PAINFELD.INT
Field1c.int     ; Force Field for Emitter 2a                      # map_init                  # local_vars=4
FIELD1C.INT
Emiter1c.int    ; Force Field Emitter 2a for MBStrg12             # map_init                  # local_vars=4
EMITER1C.INT
Field2c.int     ; Force Field for Emitter 3a                      # map_init                  # local_vars=4
FIELD2C.INT
Emiter2c.int    ; Force Field Emitter 3a for MBStrg12             # map_init                  # local_vars=4
EMITER2C.INT
Field1d.int     ; Force Field for Emitter 2a                      # map_init                  # local_vars=4
FIELD1D.INT
Emiter1d.int    ; Force Field Emitter 2a for MBStrg12             # map_init                  # local_vars=4
EMITER1D.INT
VBrokElv.int    ; Broken elevator in the Vats                                                 # local_vars=0
VBROKELV.INT
Stuff.int       ; the Ghouls stuff in Necropolis                                              # local_vars=4
STUFF.INT
ArmDoor.int     ; armory door in the Vats                                                     # local_vars=4
ARMDOOR.INT
RegGuard.int    ; Regulator guard for the boneyard                                            # local_vars=10
REGGUARD.INT
HotGhoul.int    ; ghoul in the Hotel of Doom                                                  # local_Vars=4
HOTGHOUL.INT
LtGuard.int     ; guards near the Lt.                                                         # local_vars=4
LTGUARD.INT
MorpComp.int    ; computer in morpheus' room                                                  # local_Vars=1
MORPCOMP.INT
SetDoor.int     ; trapped and locked door                                                     # local_vars=5
SETDOOR.INT
Invader.int     ; Invader for Necropolis                                                      # local_vars=4
INVADER.INT
PGuard.int      ; Personal guard to Zimmerman                                                 # local_vars=6
PGUARD.INT
FryStub.int     ; a short dep Fry. in Decker's hideout                                        # local_vars=7
FRYSTUB.INT
Nukegrd.int     ; guard for nuke in masters vault                                             # local_vars=7
NUKEGRD.INT
Hord.int        ; hord of troops called by master                                             # local_vars=5
HORD.INT
Dugan.int       ; The Weez                                                                    # local_vars=6
DUGAN.INT
MacRae.int      ; Helper Blade to find Leader of Blades                                       # local_vars=6
MACRAE.INT
CCGuard1.int    ; Crimson Caravan Guard 1                                                     # local_vars=5
CCGUARD1.INT
CCGuard2.int    ; Crimson Caravan Guard 2                                                     # local_vars=5
CCGUARD1.INT
MomClaw.int     ; Mother Deathclaw                                                            # local_vars=5
MOMCLAW.INT
RoamClaw.int    ; Roaming Deathclaw                                                           # local_vars=5
ROAMCLAW.INT
BYMike.int      ; Mike from the Boneyard (Blade)                                              # local_vars=4
BYMIKE.INT
BYChris.int     ; Blade Chris from the Boneyard                                               # local_vars=7
BYCHRIS.INT
BYGreg.int      ; Blade Greg from the Boneyard                                                # local_vars=8
BYGREG.INT
InBlade.int     ; Invasion Blades                                                             # local_vars=7
INBLADE.INT
EggClaw.int     ; Deathclaw egg                                                               # local_vars=4
EGGCLAW.INT
Radscor2.int    ; Doesn't start out hostile.                                                  # local_vars=3
RADSCOR2.INT
VanceBox.int    ; Box where vance keeps his trading items            # map_init               # local_vars=3
VANCEBOX.INT
BethBox.int     ; Box where Beth keeps his trading items             # map_init               # local_vars=3
BETHBOX.INT
EmiterH.int     ; force ield emiter for Vat Control Room                                      # local_vars=4
EMITERH.INT
RhomDoor.int    ; Door to rhombus's area                             # map_init               # local_vars=4
RHOMDOOR.INT
RhomLock.int    ; Locker in rhombus' room                            # map_init               # local_vars=4
RHOMLOCK.INT
WanRat2.int     ; Non-hostile Rats                                                            # local_vars=2
WANRAT2.INT
Irwin.int       ; farmer who lost his farm                                                    # local_vars=7
IRWIN.INT
Armor.int       ; Armor on Kyle's worktable                                                   # local_vars=4
ARMOR.INT
MitchBox.int    ; Mitch's box of inven                                                        # local_vars=4
MITCHBOX.INT
FarmRaid.int    ; Raider who is attacking a farm in the Hub                                   # local_vars=6
FARMRAID.INT
Mathia.int      ; Maxson's Assistant                                                          # local_vars=9
MATHIA.INT
JTile.int       ; Spatial script to trigger door in the Master's Vault                        # local_vars=4
JTILE.INT
Stampede.int    ; stampede random encounter                                                   # local_vars=4
STAMPEDE.INT
HighEld.int     ; Elders for the Brotherhood                                                  # local_vars=8
HIGHELD.INT
MoleRat2.int    ; Another stupid molerat                                                      # local_vars=3
MOLERAT2.INT
BroEld.int      ; Brotherhood elder (generic)                                                 # local_vars=4
BROELD.INT
Rndecspl.int    ; Another random encounter script                                             # local_vars=4
N/A
IceChest.int    ; box where Garl can place player's stuff                # map_init           # local_vars=4
ICECHEST.INT
LtCodes.int     ; Codes the Lt is holding                                                     # local_vars=4
LTCODES.INT
PrisFeld.int    ; prisoner force field in the master's lair             # map_init            # local_vars=4
PRISFELD.INT
PsyField.int    ; psycker's force field in the master's lair            # map_init            # local_vars=4
PSYFIELD.INT
Kenny.int       ; They killed Kenny!                                                          # local_vars=6
KENNY.INT
SuplyGrd.int    ; supply guards for 1st level brotherhood                                     # local_vars=8
SUPLYGRD.INT
HubMis1.int     ; map script for HubMis1.map                                                  # local_vars=0
HUBMIS1.INT
RndEcGen.int    ; Generic Random encounter monsters                                           # local_vars=4
RNDECGEN.INT
GenLock.int     ; generic foot locker which is locked                                         # local_vars=4
GENLOCK.INT
RegDisk.int     ; Rugulator holodisk                                                          # local_vars=4
REGDISK.INT
HubPris.int     ; Prisoner in the Hub                                                         # local_vars=5
HUBPRIS.INT
LAFollwr.int    ; map script for the followers                                                # local_vars=0
LAFOLLWR.INT
RaidDoor.int    ; the cell door for tandi in the raiders                                      # local_vars=4
RAIDDOOR.INT
GenEmit.int     ; generic damaged force field emitter                                         # local_vars=4
GENEMIT.INT
Test.int        ; testing scripts
TEST.INT