uncoment this line in ddraw.ini

;Point at an ini file containing elevator data
ElevatorsFile=Elevators.ini

changed the field and emiters on level 3 of epamain to be openable
removed dialog travel in favor of sfall elevators in epamain
added scripts to critters that previously player had no way of reaching(level 3 epamain)
added a way to unlock a door(maybe had one,i never found it,epai5 and msg is the files altered)

4 new emiter scripts for epa
4 new force field scripts for epa
3 new elevator scripts for epa

removed scenery art for elevator in crisivt,added 1 rat
completely redrew crisient map,it was corrupt,car tested and elevators work
removed map exits in crisivt and crisient in favor of sfall elevators

2 new elevator scripts for vault 23

removed exit grids in favor of sfall elevators in epa2 and epaent

2 new elevators scripts for Bos Reasearch Facility(not sure if thats the name,epa2 and epaent maps)

4: Arroyo: When talking to Lucas, I can ask him to improve my Melee Weapon skills. There are two bugs associated with that:
(i) a) The dialog says he gives me "a broken spear shaft" even when I have a sharpened pole in my inventory - in that case, he gives me nothing.
(r-) b) Infinite sharpened poles abuse: after I talk to him about training and he gives me a sharpened pole, he won't start training me until I equip it. After I talk to him, his dialog is as usual - so I can drop all my sharpened poles, talk to him about training, drop the one he gave me, talk to him again and so on.

fixed - acfist

(r) 11: Klamath: Infinite beers abuse - talk to John Sullivan, go through the "can you teach me magic spells" line, and also the "pulling my leg" line (doesn't matters when, since you have three chances to select it), then select "Thanks. Now what were you talking about the sweet science?" line, and finally "I think I already know more about that than you could possibly teach me." (or choose the other line, and then the "Goodbye" line, which closes the dialog) - after that, you get one possible reply which closes the dialog. And you just received a free Beer. Talk to him again, choose the same dialog options and you get another beer. You can repeat this as much as you wish. I think this is a vanilla bug.

fixed - hcsulvan

-Need to add vcprison script back to prisoner in VC courtyard to enable
the quest to free him so he can be with his brother Charley
-Vault City slave pen
   -guy who talks to you doesn't acknowledge the gate is open
   -Manota doesn't speak
   -guards don't speak
   -gate was not locked

fixed - vcgrd2, vcgrd3, vcprison, vcsteve, viCGWch1

-Continued implementing changes to some aspects of the Lootable Armor mod.
This is a process that will take a while to fully implement to my final
vision. Some enemies require that you possess a certain level of science
and/or repair in order to retrieve armor from them.

completed recipies and drop code - GL_On_Death has the code,switch useing sfall global "lootpiec" o for current loot mod,1 for pieces loot mod,these are skill values need to create each armor :
Robe                              -  30 repair
leather jacket                    -  50 repair
combat leather jacket             -  55 repair
leather armor                     -  60 repair
leather armor mk II               -  70 repair
metal armor                       -  80 repair
metal armor mk II                 -  90 repair
combat armor                      - 110 repair
combat armor mk II                - 115 repair,  75 science
Brotherhood armor                 - 120 repair,  85 science
Tesla armor                       - 120 repair, 100 science
Power armor                       - 130 repair, 110 science
hardened power armor              - 135 repair, 115 science
Adv. Power Armor                  - 140 repair, 120 science
Adv. Power Armor mk II            - 150 repair, 130 science
Horrigan's Armor                  - 160 repair, 145 science


-will modify the merchant in Vault City so that all of his inventory,
not just some of it, goes to the container and does not stay on his
person

fixed - vcharry

-Bess disappears at random encounters and doesn't return?

fixed - mcbess

-Change warrior at Primitive Tribe to accept combat or envenomed knives.

this is done in my primitive mod

-Need to go through all maps and change weapons. Many of them have old ammo
numbers inside, and do not reflect the changes from the New Vision mod

this is done with GL_replace_Weapons in my ammo swap mod,wielded weapons are not swapped

-denres1 orphange only able to visit by pressing three in the entrance selection screen

fixed - dcaddct2, dcaddct3, dcaddict, dcdealer, dcG1Grd, dcG1Grd2, dcliljny, dcljfthr, dcpesnt2, dcprosti, dcTyler, DenRes1 * deleted level 1 on denres1.map,updated script attachments

(r) 8: Klamath: After you take more than five (I had nine) empty bottles to Bob, he "offers" not to give you any money for five of the bottles. I had two options - to agree with him (giving him free 5 bottles) or not to agree with him (giving him nothing free) - and if I prefer not to give him away five bottles, he tells that he'll pay for everything - and he still pays for five less bottles, like I've choosed the other option!

fixed - kcbob

(r-) 9: Klamath: When talking to Whiskey Bob, if you decide to sell him bottles, he checks the total bottles you have in your inventory (the above bug applies) and your two active slots, but he takes just all the bottles from your inventory, or a bottle from one of your active slots, randomly. This way, you can abuse this to sell your bottles for up to 10$ each.

fixed - kcbob

-inside of EPA has regular day/night cycle lighting

fixed - epa1, epa2, epa3

(i) 12: Klamath: The trapper in trapper's town that has Leather Armor, Pipe Rifle, and I think he is involved in a quest for Sajag - when I steal from him, after he catches me, he is not reacting (like if I steal from a kid).

fixed - kchiews

- Character loss 2) As far as I could read, Bess is not supposed to take in a NPC Slot, therefore i had her in my team with Sulik, Vic and Klint and CH 6. After the toilet is blown up with my team watining in the Main Street area, i came back there and could get everyone of them with me again. Unluckily after i leave this area (I think even while I walked in this area) the last of my NPC comradres I picked up seems to be vanished. If I tell Bess to go away before I pick my people up it doesn't happen - I tried it 4 or 5 times so it could be seen as a confirmed bug.

fixed - acklint2

- When getting quest for weeding Hakunin's garden, you can get arbitrary number of powders when you say "Thanks for the healing powder (...)" and then "I'm so sorry, Shaman!" repeatedly. 

fixed - AHHAKUN

- Equipping (putting to the active slot) the stone block, which should be used to open the door in the temple of trials, crashes the game. 

fixed - made new misc item with mapper and changed art and internal numbers to match correct item,deleted old stone block from arcaves and added new,checked good with block added dirrect to inven at game load,will check next time i play through

-Blacksmith only removes 2 iron ore for things needing more...wait, not
the problem... the ores do not stack...so the ore that is required is removed
from only one group... example, if 5 ore are needed to create manacles, and
the player has two groups of 3 ore, then one entire group is removed, but the
other one stays... Fix this by adding a script instead to his equipment. Add
ore to the furnace, and a global variable increases by 1 for each piece. If
the ore global variable count is high enough for something to be made, then
the blacksmith will make it for the player.

fixed - replaced old ore item pid with correct ore item pid in modmain.map,did not check it

Confirmed: The computer and Max both spout "error" after using/talking to them, then exiting the game, and then reloading it. Developer: I've created new protos and updated the local variables, but the problem persists. 

fixed - maks , vlt23comp : moved dialog to klatrap,delete original files

Confirmed: If you save the game, then completely exit it, run it again and try to talk to the man in lower right room of the motel, you'll be only able to talk in errors and you'll get an error when you point at him.

fixed - listrang,moved dialog to klatrap,delet original dialog file

Confirmed: Explosive traps do not animate correctly. Also, raised plates in the Depot, when used, show the layout of the EPA or act like other EPA objects. So it was showing the same as the computers next to the elevators in the EPA. The plates no longer have EPA scripts attached. They now have the correct scripts attached, but they still are not working properly. They do not animate or give damage. 

fixed - plastrap added to script list,did not rename or alter original script.lst entries,those files are not used now

-If you enter the bunker (go to some lower level), then try to enter world map from this location, you end up teleported a bit further up. 

fixed - epaent

-Same as with BOS bunker: sometimes after exiting to world map, view is incorrectly positioned and you can't see were you are.

fixed - brohdent

- Salvatores Guards are lootable, but they got (each one) a metal armor AND a metal armor MK2, think its because they had lootable metal armors even before the patch. 

fixed - ncMason, ncsalmen

-add the option to fly to the EPA

fixed - zivrtrnk.int,cesaer.int

-If you use vertibird to get here, you lose it and after exiting to the world map, you have to actually search where you are - view is not automatically moved so that you could see your location. 

fixed - zivrtrnk.int,cesaer.int

-Same as with BOS bunker: sometimes after exiting to world map, view is incorrectly positioned and you can't see were you are. 

fixed - epa2,resbase

fixes "female hero(dont use),on all critters, on look at in carson reactor,changed west exit grid to the worldmap(previously it loaded b21)
