TES4ŽHEDR ×£p?Ð ÜCNAM,La PNO Dream team sponsorisée par Vault-tecMAST Fallout3.esmDATAMASTCorrectif - Base.esmDATAGRUP;GMST=GMST3ðëEDIDsActionMappingDATAAttribution des touchesGMST)Š6EDIDsAttributeDrainedDATA est drainéGMST/RëEDID sAutoAttemptDATATentative automatiqueGMST|:EDID"sAutoSaveDisabledDueToLackOfSpaceDATANEmplacement de sauvegarde complet. Désactivation de la sauvegarde automatiqueGMST3‡EDID sAutoLoadingDATAChargement automatique...GMST9EDIDsBrowRidgeInnerDATASourcils intérieurs haut/basGMST9EDIDsBrowRidgeOuterDATASourcils extérieurs haut/basGMSTHCêEDIDsConfirmWarningDATA,La progression non sauvegardée sera perdue.GMSTyêEDIDsDataDATADONNEESGMST$ŠýEDID sDefaultsDATARéinitialiserGMSTÎEDIDsDeleteDATA SupprimerGMST! íEDIDsDeviceDATA PériphériqueGMST7¬ìEDIDsDialogSubtitlesDATASous-titres des dialoguesGMST&qêEDID sDownloadsDATATéléchargementGMSTF«ëEDIDsDownloadsNotAvailDATA'Aucun contenu nouveau n'est disponibleGMST6‹6EDIDsEntryInstructions1DATAEntrez le nom pour leGMST+…ëEDID sEyelinerDATAEyeliner clair/foncéGMST8ñEDID sEyestiltDATA"Inclinaison intérieure/extérieureGMST!øðEDID sGameplayDATA JouabilitéGMST3MñEDIDsGeneralSubtitlesDATASous-titres générauxGMST'žŠ EDID sHairColor15DATAChâtain clairGMSTŒ6EDID sHUDRadsDATARADSGMSTQêEDID sHUDHealthDATASantéGMST%êEDIDsInventoryAmmoDATA MunitionsGMST(“êEDIDsInventoryAmmoTabDATA MunitionsGMST$êEDIDsInventoryCapsDATA CapsulesGMST%«ýEDIDsInventoryConditionDATAÉtatGMST#EDIDsInventoryDamageDATADégatGMST*ÍEDIDsInventoryDamageResistanceDATARDGMST(êEDIDsInventoryQuantityDATA QuantitéGMST!6EDIDsInventoryValueDATAPrixGMST#1ëEDIDsInventoryWeightDATAPoidsGMST(ÚëEDIDsInventoryWeightUpperDATAPoidsGMST(!ìEDIDsKBMediaSelectDATA SélectionnerGMST2þEDIDsLockLevelNameVeryHardDATATrès difficileGMST)²EDIDsMenuDisplaySaveDATA SauvegardesGMST(ûðEDIDsMouseMiddleButtonDATA RouletteGMST3öëEDIDsRSMShapeOption02DATAHaut/Bas (intérieur)GMST3øëEDIDsRSMShapeOption03DATAHaut/Bas (extérieur)GMST2íEDIDsRSMShapeOption11DATARétracté/ProéminantGMST5ùñEDIDsRSMShapeOption27DATAIncliner Avant/ArrièreGMST4SýEDIDsRSMShapeOption40DATAPrognathe/RétrognatheGMST7ŽýEDIDsRSMShapeOption46DATAInclinaisons des narinesGMST4pþEDIDsRSMShapeOption48DATANarines Larges/MincesGMST2ëEDIDsRSMToneOption16DATAEyeliner Clair/FoncéGMST4fëEDIDsRSMToneOption20DATARouge foncé/Bleu clairGMST4jëEDIDsRSMToneOption21DATABleu foncé/Rouge clairGMST4rëEDIDsRSMToneOption23DATAOrifices petits/grandsGMST¤ðEDIDsSaveDATA SauvegardeGMST1HùEDID sSaveOnRestDATASauvegarde lors du reposGMST4EDIDsSaveOnTravelDATASauvegarde lors du voyageGMST5êEDID sSaveOnWaitDATASauvegarde lors de l'attenteGMST#Ž6EDIDsScrollEquippedDATAéquipéGMST!qEDIDsSelectDATA SélectionnerGMST%6EDIDsSexFemalePossessiveDATAsonGMST#6EDIDsSexMalePossessiveDATAsonGMST'9ýEDIDsStatsRadResistDATA RÉSISTANCEGMST"EDID sTakeAllDATA Tout prendreGMST2²êEDIDsUActnRdyitemDATAPréparer/recharger armeGMST%…EDIDsInventoryEffectsDATAEffetsGMST%ŒEDIDsInventoryRepairDATARéparerGMST…ðEDIDsInventoryNameDATANomGMST#.EDID sGFWLiveDATALiveGMST'cEDIDsStatsRadiationDATA RadiationsGRUPaSOUN=SOUNMEDID DRSRockCloseOBND FNAM8fx\phy\genericcollisions\stone\heavy\phy_stone_h_01.wavSNDD$ íd2P€SOUNŒLEDID DRSRockOpenOBND FNAM8fx\phy\genericcollisions\stone\heavy\phy_stone_h_03.wavSNDD$ íd2P€GRUPÞvSCPT=SCPTHõîEDIDMS12FinScriptSCHR9ºSCDAº¬‰ r/nÿÿÿÿ‰ r/nÿÿÿÿ‰ r/nÿÿÿÿ  r0X!Ér1 r2s 2 == r0X, 0 ==žr3žr3 f G4 1 + r2s 3Ür5zð? r2s 3 == G4 f > r0X, 0 ==!9 r5n!!s 1 r2s 4s r2s 4 == r0X, 0 ==žr6 rX. 0 ==žr6! " rX. 0 ==žr6 ! " r X. 0 == ‹ " ! rX. 0 ==žr7 f G4 1 + r2s 5Ür5zE r2s 5 == C s 0 ==A r0X, 0 == r2s 0 !=s 1  G4 f >= rX. 0 == &&s 1 9 s 1 ==G8 1r9f, G4 1 + r9s5 1"! ‹ "‹"‹"‹"‹"‹"‹"‹"‹"‹"‹"‹"‹"‹"‹"‹" ‹ "!‹!""‹""#‹#"$‹$"%"&"'"(")"*"+","-"."SCTXõscn MS12FinScript float repairDay ;the day the ferals were released, used to revert switch tenpenny tower back to normal short TenpennyRepaired ;is the Tenpenny Tower cells returned to normal state used in conditions short TenpennyCorpse ;0 = unset, 1 = player has "seen" Tenpenny's corpse, set by MS12TenpennyDeadTriggerScript float murderDay ;the day that the Ghouls murder the human residents after they agree to cohabitate short murdered short BasementCorpses ;0 = unset, 1 = player has seen corpses ;used in dialog with the ghouls Begin GameMode MichaelMastersRef.setfactionrank WarringtonGhoulsFaction -1 BessieLynnRef.setfactionrank WarringtonGhoulsFaction -1 RoyPhillipsRef.setfactionrank WarringtonGhoulsFaction -1 ;handles the ghoul mask clearing faction crime so once player drops out of combat he can wear the mask to not aggro ferals again if player.IsInCombat ClearFactionPlayerEnemyFlag feralGhoulFaction endif ;Ghouls into Tenpenny attack version: if MS12.GhoulsOk == 2 if player.IsInInterior == 0 BessieLynnRef.moveto xMS12AttackLobby MichaelMastersRef.moveto xMS12AttackLobby set repairDay to GameDaysPassed + 1 set MS12.GhoulsOk to 3 setQuestDelay MS12Fin 1 endif endif ;Swap Cells if MS12.GhoulsOk == 3 if GameDaysPassed > repairDay if player.IsInInterior == 0 MS12DoorToggle.enable ;toggles off the door to the "attack scene" interior, and toggles on the door to the normal interior setStage MS12Fin 2 ;moves followers out of the attack version interior into the courtyard MS12FollowerEscapeHatchExteriorRef.enable MS12FollowerEscapeHatchInteriorRef.enable set TenpennyRepaired to 1 set MS12.GhoulsOk to 4 AllistairTenpennyDoorRef.unlock endif endif endif ;Move into Tenpenny regular non-attack version If MS12.GhoulsOk == 4 if player.IsInInterior == 0 RoyPhillipsRef.moveto TenpennyLobby if MichaelMastersRef.getDead == 0 MichaelMastersRef.moveto TenpennyLobby VendorContainerMichaelMastersRef.enable VendorContainerLydiaMontenegroRef.disable endif if BessieLynnRef.getDead == 0 BessieLynnRef.moveto TenpennyLobby VendorContainerBessieLynnRef.enable VendorContainerAnthonyLingRef.disable endif if AllistairTenpennyRef.getDead == 0 AllistairTenpennyRef.kill AllistairTenpennyRef.disable MS12TenpennyDeadTriggerRef.enable endif if ShakesRef.getDead == 0 ShakesRef.moveto xShakesStandHere endif set murderDay to GameDaysPassed + 1 set MS12.GhoulsOk to 5 setQuestDelay MS12Fin 0 endif Endif ; PNO RoyPhillips ne doit pas être mort pour qu'il y est le massacre, désactivation de la radio de Tenpenny si massacre il y a if MS12.GhoulsOk == 5 ;if the attack scene happened OR they've been cohabitating for a few days, then put the corpses in the basement if murdered == 0 if player.IsInInterior == 0 if MS12.FeralsReleased != 0 set murdered to 1 endif if GameDaysPassed >= murderDay && RoyPhillipsRef.getDead == 0 set murdered to 1 endif if murdered == 1 ;set up radio station rumors set MS12GhoulsMovedIn to 1 Set RadioGalaxyNewsQuest.MS12Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 RadioTenpennyTowerRef.disable ;enable corpses and feral ghoul in basement MS12TenpennyCorpseBasementTriggerRef.enable ;make sure everyone is dead and disabled AllistairTenpennyRef.kill AllistairTenpennyRef.disable AnthonyLingRef.kill AnthonyLingRef.disable ChiefGustavoRef.kill ChiefGustavoRef.disable DoctorBanfieldRef.kill DoctorBanfieldRef.disable EdgarWellingtonIIRef.kill EdgarWellingtonIIRef.disable HerbertDashwoodRef.kill HerbertDashwoodRef.disable IrvingChengRef.kill IrvingChengRef.disable LydiaMontenegroRef.kill LydiaMontenegroRef.disable MargaretPrimroseRef.kill MargaretPrimroseRef.disable MichaelHawthorneRef.kill MichaelHawthorneRef.disable MillicentWellingtonRef.kill MillicentWellingtonRef.disable SusanLancasterRef.kill SusanLancasterRef.disable TiffanyChengRef.kill TiffanyChengRef.disable TenpennyGuardDay1Ref.kill TenpennyGuardDay1Ref.disable TenpennyGuardDay2Ref.kill TenpennyGuardDay2Ref.disable TenpennyGuardDay3Ref.kill TenpennyGuardDay3Ref.disable JoJoRef.kill JoJoRef.disable TenpennyGuardDay5Ref.kill TenpennyGuardDay5Ref.disable TenpennyGuardNight1Ref.kill TenpennyGuardNight1Ref.disable TenpennyGuardNight3Ref.kill TenpennyGuardNight3Ref.disable TenpennyGuardNight5Ref.kill TenpennyGuardNight5Ref.disable TenpennyResidentFemaleA1TEMPLATERef.disable TenpennyResidentFemaleA2Ref.disable TenpennyResidentFemaleB1TEMPLATERef.disable TenpennyResidentMaleA1Ref.disable TenpennyResidentMaleA2Ref.disable TenpennyResidentMaleB1Ref.disable TenpennyResidentMaleC1Ref.disable TenpennyResidentFemaleC1TEMPLATERef.disable TenpennyResidentFemaleD1TEMPLATERef.disable ;TenpennyResidentFemaleD2Ref.disable TenpennyResidentMaleD1Ref.disable ;TenpennyResidentMaleD2Ref.disable endif ;murdered == 1 endif ;murdered == 0 endif ;if player.IsInInterior == 0 endif ;if MS12.GhoulsOk == 5 End SLSDSCVR repairDaySLSDrJSCVRTenpennyRepairedSLSD€?SCVRTenpennyCorpseSLSDSCVR murderDaySLSD€?SCVR murderedSLSDSCVRBasementCorpsesSCROùSCRO€ùSCROƒùSCRO(»SCROÊÆSCROÈÆSCRO0ySCRO¨+SCROB SCRO§+SCROB SCRO zSCROMÃSCRO zSCRO„šSCRO©ÃSCROzSCRO€SCROzSCROzSCROzSCRO zSCROzSCROzSCROzSCROzSCROzSCRO zSCROzSCROzSCRO–‘SCRO>‘SCRO8‘SCROzSCRO•‘SCRO ‘SCRO¼ç SCRO»ç SCROŸç SCROºç SCRO¹ç SCROžç SCROÄç SCROÃç SCRO'ê SCRO)ê SCRO SCROSCROÓÆSCROŸNSCROüº SCRO9SCRO“ÎSCROèSCROç SCRO¹ßSCRO†$SCPTn Þ1EDIDRoyPhillipsScriptSCHRÁSCDAÁ ¢rs rs 1 + X:r 200 < rn rn rn rs 3 >= rs- 19 rnê X¡r 1 ==! s 0 == Xr 500 < &&s 14rr X! 1 == Xè Z ==  s 0 ==ús 1 rn rn rns 0SCTXÅscn RoyPhillipsScript ;See MS12QuestScript for other script related to this character's involvement in that quest short moveToLobby short cheerToPlayer short evpToLobby short talking short GoToWarringtonDoOnce ;condition on package short resetAIDoOnce short argumentStage ;variable used in conversation Begin OnDeath set MS12.countGhoulsDead to MS12.countGhoulsDead + 1 If GetStage MS12 < 200 RoyPhillipsRef.addToFaction MS12GhoulsHostileFaction 0 BessieLynnRef.addToFaction MS12GhoulsHostileFaction 0 MichaelMastersRef.addToFaction MS12GhoulsHostileFaction 0 Endif if MS12.countGhoulsDead >= 3 set MS12.allGhoulsDead to 1 setStage MS12 20 endif End Begin GameMode if getIsCurrentPackage MS12RoyWaitForDoor == 1 if talking == 0 && getDistance player < 500 set talking to 1 sayto player MS12RoyPhillipsSayToPlayer endif endif if IsInCombat == 1 if GetCombatTarget == player ;this is to get him on a travel continue during combat package, so that if the player attacks him outside tenpenny tower, Roy doesn't try to take cover inside tenpenny tower. if GoToWarringtonDoOnce == 0 resetAI set resetAIDoOnce to 1 endif RoyPhillipsRef.addToFaction MS12GhoulsHostileFaction 0 BessieLynnRef.addToFaction MS12GhoulsHostileFaction 0 MichaelMastersRef.addToFaction MS12GhoulsHostileFaction 0 endif endif End Begin SayToDone set talking to 0 EndSLSDJäSCVR moveToLobbySLSDSCVRcheerToPlayerSLSDJä SCVR evpToLobbySLSD JäSCVRtalkingSLSDStagSCVRGoToWarringtonDoOnceSLSD†%SCVRresetAIDoOnceSLSDÀB’SCVRargumentStageSCROƒùSCRO€ùSCROùSCROŸNSCROÊ^SCROŽ SCROSCRO† SCPTÎOÝû EDIDMS12QuestScriptSCHRPA 5SCDAA 3  s" 1 == s. 0 == &&žr+žr+žr+žr+žr+žr+žr+žr+ žr+ žr+ žr+ žr+ žr+žr+žr+s. 1 rX¡r, 1 ==-) r-X r 0 == r-X r 0 == &&‹ rs 3 rf 5^ rX¡r. 1 ==-) r-X r 0 == r-X r 0 == && rs 4‹  s+ 0 ==  s* 0 > r/n r/ns+ 1  s% 1 ==Ñr0Ñr1Ñr2Ñr3Ñr4s% 2 J s' 1 ==""""""""""r5r5r5r5r5r5r5r5žr6 žr7žr8žr9žr:!Ñr;!Ñr<!Ñr=!Ñr>žr%žr"  s 3 == rX. 0 == s! s! 1 +žr# rX/r? 1 >= rX. 0 == s! s! 1 +žr@žrAžr$žrB‹"Ñr;#ÑrC$Ñr=%Ñr>&žrD žrE žrF žrG žrH ‰ rInÿÿÿÿ žrJžrKžrLžrMžrN‹‹'Ñr;(ÑrC'Ñr<)Ñr>s' 2 s& 1 ~s 1 r*s 1 ~*žrO*^  s 1 ==s 2 p s 2 == s! 21 >=ÜrPz9 rPnús 3s 2 i s4 1 == rX. 0 == rX r- 0 ==‹ r X. 0 == r X r- 0 == ‹ rX. 0 == rX r- 0 ==‹ r X. 0 == r X r- 0 == ‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ r X. 0 == r X r- 0 == ‹ r X. 0 == r X r- 0 == ‹ r X. 0 == r X r- 0 == ‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ r X. 0 == r X r- 0 == ‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ rX. 0 == rX r- 0 ==‹ s 0 ==C? s 0 > s 0 > && s 0 > && s 0 > && s 0 > && s 0 > && rX. 0 == s 1 == &&s 19 rPnx# rX. 1 == rX. 1 == &&s 19 rPnxSCTXØ8scn MS12QuestScript ;See also: ;DialogueTenpennyScript ;TenpennyGateScript ;MS12FeralGhoulScript ;MS12DoorWarringtonToTenpennyExteriorScript ;MS12KeyScript ;RoyPhillipsScript ;MS12FinScript short debug ;0 = off, 1 = debug mode -- is condition on package to make NPCs gather at a single spot for testing dialog, etc. short debugDoOnce short TenpennyTalkedTo ;0 = player didn't ask Tenpenny about the ghouls yet, 1 = player asked about the ghouls short gustavoReward ;set in dialog, determines how many bottle caps the player is awarded for killing all the ghouls short CountDealtWith ;0 = unset; # = total number of residents "Dealt with" (bigots killed/theatened, non-bigots agrreed/killed) short CountDead ;0 = unset, # = total number of residents (including Tenpenny) and guards (including ChiefGustavo and JoJo) are dead -- used to know when Feral Ghouls have killed everyone short GhoulsOk ;0 = unset, 1 = its ok for ghouls to move in, based on the following being true: A)Tenpenny agreed (because residents agree); OR B) Tenpenny is dead AND Gustavo is dead or took bribe and left short ghoulKnowledge ;0 = unset, 1 = player knows about the ghouls trying to get into Tenpenny (used as condition on topic in MS12 dialg) short countGhoulsDead ;# = how many of the non-feral ghouls are dead (used as condition for branch where you eliminate the ghoul threat) short allGhoulsDead ;# = set in ghouls onDeath scripts short countSignatures ;# = how many people signed the petition allowing ghouls (not using petition anymore, but means they've agreed)... used as a condition on dialog so people seem aware that their neighbors have agreed to ghoul neighbors short countEvicted ;# = how many bigots we successfully persuaded to leaved... used as a condition on dialog short basementKnowledge ; 0 = unset, 1 = player knows about basement, 2 = player got key to basement -- used as condition on dialog, and to spawn keys on Gustavo and Herbert Dashwood short FeralsWaiting ;0 = unset, 1 = move Ferals and Roy Phillips into position, 2 = in position short FeralsMoveToLobby ;0 = unset 1 = moving to lobby short FeralsReleased ;0 = unset, 1 = feral ghouls have been released, 2 = guards have been EVPed (Ghouls are still attacking), 3 = Everyone is dead short SetUpAttackScene ;0 = unset, 1 = set up scene, 2 = scene is done being set up -- set by MS12DoorWarringtonToTenpennyExteriorScript short CountPlayerKilledFerals ;count how many feral ghouls the player killed in the attack scene, used to turn of the respawning so he doesn't turn it into a XP camping fest short StopRespawn ; 0 = unset, 1 = don't respawn them anymore because player has started killing them, set in MS12FeralGhoulAttackScript short playerHasMask ;0 = player doesn't have mask, 1 = player was given the mask by Roy Phillips short keysSpawned ;0 = not set, 1 = spawned MS12Key objects on Gustavo and Dashwood ;Variables for "dealing with" Residents: getting them to sign petition or move out, or they are dead ;0 = unset, 1 = convinced through dialog, 2 = dead short MP ;Margaret Primose dealt with short MH ;Michael Hawthorne dealt with short EW ;Edgar Wellington dealt with short MW ;Milicent Wellington dealt with ;3 = gave her the love letter and she went on a killing spree and left (See MillicentWellingtonScript) short DB ;Doctor Banfield dealt with short LM ;Lydia Montenegro dealt with short AL ;Anthony Ling dealt with short IC ;Irving Cheng dealt with short TC ;Tiffany Cheng dealt with short SL ;Susan Lancaster dealt with ;3 = enslaved in MS13 short HD ;Herbert Dashwood dealt with short TenpennyOk ;Allistair Tenpenny agreed (after bigots have been dealt with) short xpAwarded ;the half the exp awarded for achieving goals, don't award again except at quest completion short DaringGNR Begin GameMode if debug == 1 && debugDoOnce == 0 IrvingChengRef.moveto xMS12TenpennyLobby HerbertDashwoodRef.moveto xMS12TenpennyLobby EdgarWellingtonIIRef.moveto xMS12TenpennyLobby MillicentWellingtonRef.moveto xMS12TenpennyLobby SusanLancasterRef.moveto xMS12TenpennyLobby TenpennyGuardDay3Ref.moveto xMS12TenpennyLobby JoJoRef.moveto xMS12TenpennyLobby TenpennyGuardDay5Ref.moveto xMS12TenpennyLobby DoctorBanfieldRef.moveto xMS12TenpennyLobby LydiaMontenegroRef.moveto xMS12TenpennyLobby MargaretPrimroseRef.moveto xMS12TenpennyLobby AnthonyLingRef.moveto xMS12TenpennyLobby MichaelHawthorneRef.moveto xMS12TenpennyLobby ChiefGustavoRef.moveto xMS12TenpennyLobby AllistairTenpennyRef.moveto xMS12TenpennyLobby set debugDoOnce to 1 endif ;safety for Millicent killing people after player gives her the love letter if MillicentWellingtonRef.getIsCurrentPackage MS12KillHusbandTravel == 1 if player.getInSameCell MillicentWellingtonRef == 0 && player.getInSameCell EdgarWellingtonIIRef == 0 EdgarWellingtonIIRef.Kill set MillicentWellingtonRef.KillHusband to 3 ;this gets her walking away again, set MillicentWellingtonRef.deathTimer to 5 ;but when the timer runs out, she returns to shoot his corpse MillicentWellingtonRef.EVP endif endif if MillicentWellingtonRef.getIsCurrentPackage MS12KillSusanLancasterTravelShoot == 1 if player.getInSameCell MillicentWellingtonRef == 0 && player.getInSameCell SusanLancasterRef == 0 set MillicentWellingtonRef.KillSusan to 4 SusanLancasterRef.kill endif endif if keysSpawned == 0 if basementKnowledge > 0 ChiefGustavoRef.additem MS12Key 1 HerbertDashwoodRef.additem MS12Key 1 set keysSpawned to 1 endif endif if FeralsWaiting == 1 ;spawn the initial horde of Feral ghouls xMS12FeralsWait.placeLeveledActorAtMe MS12FeralGhoul1A xMS12FeralsWait.placeLeveledActorAtMe MS12FeralGhoul1B xMS12FeralsWait.placeLeveledActorAtMe MS12FeralGhoul2A xMS12FeralsWait.placeLeveledActorAtMe MS12FeralGhoul2B xMS12FeralsWait.placeLeveledActorAtMe MS12FeralGhoulGlowingOne set FeralsWaiting to 2 endif if SetUpAttackScene == 1 ;move actors, etc. to set up the attack scene in the TenpennyXXAttack cells TenpennyResidentFemaleA1TEMPLATERef.disable TenpennyResidentFemaleA2Ref.disable TenpennyResidentFemaleB1TEMPLATERef.disable TenpennyResidentMaleA1Ref.disable TenpennyResidentMaleA2Ref.disable TenpennyResidentMaleB1Ref.disable TenpennyResidentMaleC1Ref.disable TenpennyResidentFemaleC1TEMPLATERef.disable TenpennyResidentFemaleD1TEMPLATERef.disable TenpennyResidentMaleD1Ref.disable ;Gimp the guards: TenpennyGuardDay1Ref.addSpell MS12GimpGuards TenpennyGuardDay2Ref.addSpell MS12GimpGuards TenpennyGuardDay3Ref.addSpell MS12GimpGuards JoJoRef.addSpell MS12GimpGuards TenpennyGuardDay5Ref.addSpell MS12GimpGuards TenpennyGuardNight1Ref.addSpell MS12GimpGuards TenpennyGuardNight3Ref.addSpell MS12GimpGuards TenpennyGuardNight5Ref.addSpell MS12GimpGuards ;we used to make Burke disappear when Ferals were released. Leaving this in but commented out in case we decide to do that again. ;;Mister Burke Disappears ;MisterBurkeRef.disable ;if MisterBurkeRef.getTalkedToPC == 1 ; setStage MSObjectives 11 ;endif ;Set up third floor IrvingChengRef.moveto xMS12AttackIrvingCheng TiffanyChengRef.moveto xMS12AttackTiffanyCheng AllistairTenpennyRef.moveto xMS12AttackAllistairTenpenny TenpennyGuardDay1Ref.moveto xMS12AttackGuardDay1 TenpennyGuardDay2Ref.moveto xMS12AttackGuardDay2 xMS12Attack03Spawn.placeLeveledActorAtMe MS12FeralGhoulAttack1A xMS12Attack03Spawn.placeLeveledActorAtMe MS12FeralGhoulAttack2A xMS12Attack03Spawn.placeLeveledActorAtMe MS12FeralGhoulAttack2B xMS12Attack03Spawn.placeLeveledActorAtMe MS12FeralGhoulAttackGlowingOne ;Set up second floor HerbertDashwoodRef.moveto xMS12AttackHerbertDashwood EdgarWellingtonIIRef.moveto xMS12AttackEdgarWellingtonII if MW == 3 ;she left after killing her husband and Susan ;fake her being killed so scene can end if MillicentWellingtonRef.getDead == 0 set CountDead to CountDead + 1 endif else MillicentWellingtonRef.moveto xMS12AttackMillicentWellington endif if SusanLancasterRef.getItemCount MS13Collar >= 1 ;she was enslaved ;fake her being killed so scene can end if SusanLancasterRef.getDead == 0 set CountDead to CountDead + 1 endif else ;she's not enslaved SusanLancasterRef.moveto xMS12AttackSusanLancaster endif TenpennyGuardDay3Ref.moveto xMS12AttackGuardDay3 JoJoRef.moveto xMS12AttackJoJo TenpennyGuardDay5Ref.moveto xMS12AttackGuardDay5 TenpennyGuardDay5Ref.kill xMS12AttackEdgarWellingtonII.placeLeveledActorAtMe MS12FeralGhoulAttack1A xMS12AttackMillicentWellington.placeLeveledActorAtMe MS12FeralGhoulAttack1B xMS12AttackJoJo.placeLeveledActorAtMe MS12FeralGhoulAttack2B xMS12AttackHerbertDashwood.placeLeveledActorAtMe MS12FeralGhoulAttackGlowingOne ;setup first floor ShakesRef.moveto xMS12AttackShakesMarker DoctorBanfieldRef.moveto xMS12AttackDoctorBanfield LydiaMontenegroRef.moveto xMS12AttackLydiaMontenegro MargaretPrimroseRef.moveto xMS12AttackMargaretPrimrose AnthonyLingRef.moveto xMS12AttackAnthonyLing MichaelHawthorneRef.setFactionRank TenpennyTowerResidentFaction -1 ;pull him out so the ghouls attack him last, so the player can talk to him while he is drinking himself to death MichaelHawthorneRef.moveto xMS12AttackMichaelHawthorneDrink ChiefGustavoRef.moveto xMS12AttackChiefGustavo TenpennyGuardNight1Ref.moveto xMS12AttackGuardNight1 TenpennyGuardNight3Ref.moveto xMS12AttackGuardNight3 TenpennyGuardNight5Ref.moveto xMS12AttackGuardNight4 TenpennyGuardNight1Ref.kill TenpennyGuardNight5Ref.kill xMS12Attack01Spawn.placeLeveledActorAtMe MS12FeralGhoulAttack1A xMS12Attack01SpawnB.placeLeveledActorAtMe MS12FeralGhoulAttack1B xMS12Attack01Spawn.placeLeveledActorAtMe MS12FeralGhoulAttack2A xMS12Attack01SpawnGlowingOne.placeLeveledActorAtMe MS12FeralGhoulAttackGlowingOne ;set variables when scene is done setting up set SetUpAttackScene to 2 set FeralsMoveToLobby to -1 set FeralsReleased to 1 ;move Roy Phillips so he can forcegreet the player and give him ghoul mask set RoyPhillipsRef.MoveToLobby to -1 RoyPhillipsRef.moveto xMS12RoyPhililpsForceGreet RoyPhillipsRef.evp endif if FeralsReleased == 1 ;Other things used to happen here, but leaving variable increment so things keep working set FeralsReleased to 2 endif if FeralsReleased == 2 ;check to see if everyone is dead, if so then the Ghouls can move in. if CountDead >= 21 setQuestDelay MS12 0 setStage MS12 250 ;to turn off the quest set FeralsReleased to 3 set GhoulsOk to 2 elseif StopRespawn == 1 ;kill NPCs offscreen because player has been killing ferals so they stopped respawning if AllistairTenpennyRef.getDead == 0 if AllistairTenpennyRef.getInSameCell player == 0 AllistairTenpennyRef.kill endif endif if AnthonyLingRef.getDead == 0 if AnthonyLingRef.getInSameCell player == 0 AnthonyLingRef.kill endif endif if ChiefGustavoRef.getDead == 0 if ChiefGustavoRef.getInSameCell player == 0 ChiefGustavoRef.kill endif endif if DoctorBanfieldRef.getDead == 0 if DoctorBanfieldRef.getInSameCell player == 0 DoctorBanfieldRef.kill endif endif if EdgarWellingtonIIRef.getDead == 0 if EdgarWellingtonIIRef.getInSameCell player == 0 EdgarWellingtonIIRef.kill endif endif if HerbertDashwoodRef.getDead == 0 if HerbertDashwoodRef.getInSameCell player == 0 HerbertDashwoodRef.kill endif endif if IrvingChengRef.getDead == 0 if IrvingChengRef.getInSameCell player == 0 IrvingChengRef.kill endif endif if LydiaMontenegroRef.getDead == 0 if LydiaMontenegroRef.getInSameCell player == 0 LydiaMontenegroRef.kill endif endif if MargaretPrimroseRef.getDead == 0 if MargaretPrimroseRef.getInSameCell player == 0 MargaretPrimroseRef.kill endif endif if MichaelHawthorneRef.getDead == 0 if MichaelHawthorneRef.getInSameCell player == 0 MichaelHawthorneRef.kill endif endif if MillicentWellingtonRef.getDead == 0 if MillicentWellingtonRef.getInSameCell player == 0 MillicentWellingtonRef.kill endif endif if SusanLancasterRef.getDead == 0 if SusanLancasterRef.getInSameCell player == 0 SusanLancasterRef.kill endif endif if TiffanyChengRef.getDead == 0 if TiffanyChengRef.getInSameCell player == 0 TiffanyChengRef.kill endif endif if TenpennyGuardDay1Ref.getDead == 0 if TenpennyGuardDay1Ref.getInSameCell player == 0 TenpennyGuardDay1Ref.kill endif endif if TenpennyGuardDay2Ref.getDead == 0 if TenpennyGuardDay2Ref.getInSameCell player == 0 TenpennyGuardDay2Ref.kill endif endif if TenpennyGuardDay3Ref.getDead == 0 if TenpennyGuardDay3Ref.getInSameCell player == 0 TenpennyGuardDay3Ref.kill endif endif if JoJoRef.getDead == 0 if JoJoRef.getInSameCell player == 0 JoJoRef.kill endif endif if TenpennyGuardDay5Ref.getDead == 0 if TenpennyGuardDay5Ref.getInSameCell player == 0 TenpennyGuardDay5Ref.kill endif endif if TenpennyGuardNight1Ref.getDead == 0 if TenpennyGuardNight1Ref.getInSameCell player == 0 TenpennyGuardNight1Ref.kill endif endif if TenpennyGuardNight3Ref.getDead == 0 if TenpennyGuardNight3Ref.getInSameCell player == 0 TenpennyGuardNight3Ref.kill endif endif if TenpennyGuardNight5Ref.getDead == 0 if TenpennyGuardNight5Ref.getInSameCell player == 0 TenpennyGuardNight5Ref.kill endif endif endif endif ;determine if GhoulsOk (ghouls can move in) if GhoulsOk == 0 ;check if the bigots have been dealt with if EW > 0 && MW > 0 && EW > 0 && MW > 0 && AL > 0 && SL > 0 if AllistairTenpennyRef.getDead == 0 && TenpennyOk == 1 set GhoulsOk to 1 setStage MS12 120 elseif AllistairTenpennyRef.getDead == 1 && ChiefGustavoRef.getDead == 1 set GhoulsOk to 1 setStage MS12 120 endif endif endif End SLSD"SCVRdebugSLSD.SCVR debugDoOnceSLSD1et¨AKSCVRTenpennyTalkedToSLSD0AKSCVRgustavoRewardSLSDSCVRCountDealtWithSLSD!SCVR CountDeadSLSDSCVR GhoulsOkSLSD SCVRghoulKnowledgeSLSDSCVRcountGhoulsDeadSLSD-SCVRallGhoulsDeadSLSD#SCVRcountSignaturesSLSD$SCVR countEvictedSLSD*?K SCVRbasementKnowledgeSLSD%SCVRFeralsWaitingSLSD&?K SCVRFeralsMoveToLobbySLSDSCVRFeralsReleasedSLSD'?K(SCVRSetUpAttackSceneSLSD5Ð?KSCVRCountPlayerKilledFeralsSLSD4SCVR StopRespawnSLSD)SCVRplayerHasMaskSLSD+SCVR keysSpawnedSLSD”GKSCVRMPSLSDÜGKSCVRMHSLSD$HKSCVREWSLSDSCVRMWSLSD€?SCVRDBSLSDSCVRLMSLSDxóSCVRALSLSDxóSCVRICSLSDxóSCVRTCSLSDxóSCVRSLSLSDxóSCVRHDSLSDxóSCVR TenpennyOkSLSD/xóSCVR xpAwardedSLSD2xóSCVR DaringGNRSCRO zSCROzSCROzSCROzSCROzSCRO–‘SCRO>‘SCRO8‘SCROzSCROzSCROzSCROzSCROzSCRO€SCRO zSCROE&SCRO¼ç SCRO»ç SCROŸç SCROºç SCRO¹ç SCROžç SCROÄç SCROÃç SCRO'ê SCRO)ê SCROzSCROzSCROzSCRO•‘SCRO ‘SCRO zSCROž+SCRO*SCRO*SCRO*SCRO*SCRO zSCROœ+SCRO£+SCROŒ+SCROƒùSCROh!SCROâ‘SCROSCROè‘SCROC&SCROØ:SCRO‡+SCROˆ+SCROŠ+SCRO‚+SCROW+SCRO!*SCRO"*SCRO *SCRO#*SCRO$*SCROš+SCROy+SCRO+SCRO‹+SCROþÑSCRO*SCRO*SCRO*SCROY+SCRO©ÝSCRO*SCRO *SCRO*SCRO*SCROêySCRO(SCRO*SCRO*SCRO*SCRO*SCROS`SCROŸNSCPTïØ× EDIDAllistairTenpennyScriptSCHR SCDA  ü"rs! rs! 1 +)% X:r 10 >= X:r 100 < &&¢rn n£rn2n rs' 1 Xð 1 == rs 1£rnZn£rndn X:r 100 < rs 1SCTXscn AllistairTenpennyScript Begin OnDeath RadioTenpennyTowerRef.disable set MS12.CountDead to MS12.CountDead + 1 If GetStage MS14 >= 10 && GetStage MS14 < 100 ; if MS14 is running, this completes an objective SetObjectiveCompleted MS14 10 1 SetObjectiveDisplayed MS14 50 1 Set MS14.TenpennyShot to 1 If GetKillingBlowLimb == 1 ; If killed by blow to the head Set MS14.TenpennyHead to 1 EndIf SetObjectiveDisplayed MS14 90 0 ; Shut off objectives if Tenpenny dies before completion SetObjectiveDisplayed MS14 100 0 ElseIf GetStage MS14 < 100 Set MS14.TenpennyDeadEarly to 1 EndIf EndSCRO„šSCROŸNSCRO¡NSCPT¯‡EDIDCRBrahminScriptSCHR”SCDA”·  Xir 1 == f XÎ X. 0 == rX 1 == rXe 0 ==s 1 f 0.8²r  à s 1 == Xˆ 1 ==Loose1stPBrahminPushLoose3rdPBrahminPush  f 0 <=Š rns 0f f X  -SCTXAScriptName CRBrahminScript ref Self ;stores reference ID for what to push short Push ;flag set when animation starts, used to trigger timer float PushTimer ;timer var used to delay pushing until proper point in animation ;Cow tipping! ;When activated, check to make sure: ; A. Player has no weapon out. ; B. Player is sneaking ; C. Player is undetected ;if the above are true, set Push and PushTimer vars ; PNO Remplacement des sons par des sons 3D Begin OnActivate if IsActionRef player == 1 Set Self to GetSelf if GetDead == 0 if ( Player.IsSneaking == 1 ) if ( Player.IsWeaponOut == 0 ) set Push to 1 set PushTimer to 0.8 Self.PlaySound3D NPCBrahminIdleMoo endif endif else Activate endif else Activate endif End ;If Push has been set to 1 (meaning a successful push took place) ;wait until timer runs out, then actually do the pushing and reset push to 0 Begin GameMode if ( Push == 1 ) ;Check what perspective player is in, and play the proper animation if ( IsPC1stPerson == 1 ) Player.playidle Loose1stPBrahminPush else Player.playIdle Loose3rdPBrahminPush endif if ( PushTimer <= 0 ) Player.pushactoraway self 1 set Push to 0 else set PushTimer to ( PushTimer - GetSecondsPassed ) endif endif EndSLSDSCVRSelfSLSDSCVRPushSLSDx÷SCVR PushTimerSCRVSCROSCRO'SCPT ;EDIDMegatonDialogueScriptSCHR—0SCDA—‰ X 1 <  s) 0 ==s) 1s' 0s( 0 rs  0  s) 1 == X 1 >s) 0 rX# 1 == s 1 == s 0 == &&($ rXCr 1 == rX, 1 == &&!!  s/ 0 == rXCr 1 ==s/ 1  s/ 1 == rXCr 0 ==s/ 2SCTXSCN MegatonDialogueScript short DoOnce ;***NPC Reaction Variables*** ;These variables are set when various events play out in town short AndyChallengePassed ;Set to 1 when the player has passed Andy Stahl's speech challenge short DocChurchToldPlayer short ChurchDoctrineLearned ;Set to 1 when the player learns about the Church fro Confessor Cromwell short LeoDrugProblemKnown ;Set to 1 when the player learns about Leo Stahl's drug problem short LeoChemVendorActive ;Set to 1 when the player blackmails Leo Stahl to be a Chem dealer short LeoDrugProblemCured ;Set to 1 when the player convinces Leo to give up Chems short GobMean ;Set to 1 if the player is rude to Gob in his initial greeting short GobFriendly ;Set to 1 if the player is polite to Gob in his initial greeting short GobExplainedGhouls short PlayerTalkedToGob ;Set to 1 when the player speaks to Gob short JennyDad ;Set to 1 after the player asks Jenny Stahl about Dad short JerichoFriend ;Set to 1 when the player passes Jericho's speech challenge short JerichoBribed ;Set to 1 when the player buys Jericho a drink short DocChurchFriend ;Set to 1 when the player convinces Doc Church to give up information short MegRadioSignal ;Set to 1 after the scene between Gob and Nova in Moriarty's Saloon short LucasFriend ;LucasFriend 1=Friend, LucasFriend 2=Enemy, LucasFriend 3=Neutral short PlayerToldAboutMoira Short VisitClinic ; Set to 1 when entering clinic for first time. Set to 2 when leaving for first time. ;***Unknown Variables*** ;These weren't put in by me and I'm not 100% sure what they do - EJC short LucasGreet short LucasConvince short Perk ;***NPC Death Variables ;These variables are set to 1 when the associated NPC is killed short AndyStahlDead short BillyCreelDead short ColinMoriartyDead short ConfessorCromwellDead short DocChurchDead short GobDead short JerichoDead short JennyStahlDead short LeoStahlDead short LucasSimmsDead short LucyWestDead short ManyaDead short MoiraDead short MotherMayaDead short NathanDead short NovaDead short StockholmDead short WalterDead ;***Church Donation Variables*** ;Variables to store amount donated to the church for Karma boost short PlayerMadeDonation ;Set to 1 when the player makes a donation, used to activate script below short CurrentAmountDonated ;***Confessor Cromwell Prayer Variables*** ;These variables control Cromwell's prayer, Set in ConfessorCromwellSCRIPT short CromwellMorningPrayer ;Set to 1 at the start of the prayer, reset daily short CromwellEveningPrayer ;Set to 1 at the start of the prayer, reset daily ;***Misc Variables*** ;These variables to not fall into the categories above short MegDailyVariableReset ;Set to 1 to reset the daily variables, set to 0 at 1:00 BEGIN GameMode ;***Daily Reset*** ;This section resets any variables that require resetting each day if ( GetCurrentTime < 1 ) if ( MegDailyVariableReset == 0 ) set MegDailyVariableReset to 1 ;Variable to be reset go here set CromwellMorningPrayer to 0 set CromwellEveningPrayer to 0 set ConfessorCromwellREF.DoOnce to 0 endif elseif MegDailyVariableReset == 1 if ( GetCurrentTime > 1 ) set MegDailyVariableReset to 0 endif endif ;===This section controls ownership of Leo Stahl's containers, allowing him to sell items from one at a time.=== ; if ( Player.GetInCell Megaton == 1 ) ; if ( LeoStahlREF.GetInCell MegatonWaterProcessingPlant == 1 ) ; ;VendorMegatonLeoDrugsREF.SetOwnership LeoStahl ; else ; ;VendorMegatonLeoDrugsREF.ClearOwnership ; endif ; ; if ( LeoStahlREF.GetInCell MegatonTheBrassLantern == 1 ) ; ;VendorMegatonBrassLanternREF.SetOwnership LeoStahl ; else ; ;VendorMegatonBrassLanternREF.ClearOwnership ; endif ; endif if ( GobsSaloonSignREF.GetDisabled == 1 ) if ( ColinMoriartyDead == 1 ) && ( GobDead == 0 ) if ( Player.GetInCell Megaton == 1 ) && ( Player.IsInInterior == 1 ) GobsSaloonSignREF.enable GobsSaloonSignREF2.enable endif endif endif If VisitClinic == 0 If Player.GetInCell MegatonClinic == 1 Set VisitClinic to 1 Endif ElseIf VisitClinic == 1 If Player.GetInCell MegatonClinic == 0 Set VisitClinic to 2 Endif EndIf ENDSLSD*SCVRDoOnceSLSDSCVRAndyChallengePassedSLSD0SCVRDocChurchToldPlayerSLSD @ çSCVRChurchDoctrineLearnedSLSD ç(SCVRLeoDrugProblemKnownSLSD@ çSCVRLeoChemVendorActiveSLSD&@ çSCVRLeoDrugProblemCuredSLSD@ çSCVRGobMeanSLSD SCVR GobFriendlySLSD+SCVRGobExplainedGhoulsSLSD,@ çSCVRPlayerTalkedToGobSLSD@ çSCVR JennyDadSLSD SCVRJerichoFriendSLSD%SCVRJerichoBribedSLSDSCVRDocChurchFriendSLSDSCVRMegRadioSignalSLSDSCVR LucasFriendSLSD-SCVRPlayerToldAboutMoiraSLSD/ ç(SCVR VisitClinicSLSDSCVR LucasGreetSLSDSCVRLucasConvinceSLSDSCVRPerkSLSDSCVRAndyStahlDeadSLSDSCVRBillyCreelDeadSLSDSCVRColinMoriartyDeadSLSD@ çSCVRConfessorCromwellDeadSLSD ç(SCVRDocChurchDeadSLSDSCVRGobDeadSLSDSCVR JerichoDeadSLSD SCVRJennyStahlDeadSLSDSCVR LeoStahlDeadSLSDSCVRLucasSimmsDeadSLSDSCVR LucyWestDeadSLSDSCVR ManyaDeadSLSDSCVR MoiraDeadSLSD!SCVRMotherMayaDeadSLSDSCVR NathanDeadSLSDSCVR NovaDeadSLSD"SCVRStockholmDeadSLSDSCVR WalterDeadSLSD SCVRPlayerMadeDonationSLSD#@ çSCVRCurrentAmountDonatedSLSD' ç(SCVRCromwellMorningPrayerSLSD( ç(SCVRCromwellEveningPrayerSLSD) ç(SCVRMegDailyVariableResetSCROç1SCROÝáSCROH;SCROSCROÔQSCRO.:SCPTâí­ EDIDSDOHandlerScriptSCHRŸSCDAŸ‘  s 0 == rs 1 == X r 0 =="s 1 rs 1 == s 0 == &&s 1^SCTX™scn SDOHandlerScript ;This small script handles the disable of the SDO after successful transaction short DoneStuff Short DoOnce begin gamemode if ( DoneStuff == 0 ) if ( DialogueMSMini.SDODone == 1 ) if ( GetInSameCell Player == 0 ) Disable set DoneStuff to 1 endif endif endif If DialogueMSMini.SDODone == 1 && DoOnce == 0 Set DoOnce to 1 EVP EndIf endSLSDà^ÐSCVR DoneStuffSLSD*SCVRDoOnceSCROŽ SCROSCPT >dsEDIDMS02QuestScriptSCHRk<SCDAk]  s 0 == f Z s 3500s  9s rXs rXs rX9s rXs! rXs" rX9 n n 9n n n 9n nô nôs 1  s 0 == rXr s <s 1  s 1 ==# rX! 1 == rX! 1 == ||—r—r—r—r—r—rs 1s 2'# XTr 4 >= XTr 2 >= ||—r—r—r—r—r—rs 1s 2 s s >=s 2  s 0 ==4 rrns 1  s 1 ==:6 rX 0 == rX 0 == && rXr s < && rs  24 rrn  s 2 ==  s 0 ==s  1^^ rX! 0 ==—r—r—r—r—r—rÜrz r X. 0 == žr r X. 0 == žr r X. 0 == ^ žrs+ 1 r X. 0 == ^ žrxrrs 3 s 3 == rX, 1 == &&""SCTX2.scn MS02QuestScript ;related scripts: ;MS02IdQuestScript -- holds variables for which persona the Mechanist and AntAgonist are currently wearing ;The MS02Id stages get set whenever I want to make the Mechanist/AnAgonizer switch into their Super or Secret Identities short init ;a "do once" to intialize variables in the GameMode block ;variables to hold AI data that I change during battle scene to keep them from fighting, and change back once they are in their lairs short AntAgonizerAggresion short AntAgonizerConfidence short AntAgonizerAssistance short MechanistAggresion short MechanistConfidence short MechanistAssistance short AntAgonizerDamageResist short MechanistDamageResist short battleStage ;used to control say "conversation" during the initial battle scene -- set and checked by infos in MS02Confrontation topic short battleStages ;how many lines are there in the batttle say "conversation" -- used to end the battle scene after they are done short talking ;means someone is talking and is unset in SayToDone block or in the Result Script End of an info -- used to control the timing of say and sayTo functions short battle ;0 = battle is cued to happen, 1= battle should play out, 2 = battle should end -- used on packages and set in this script ref battleRef ;reference to the xMarker that is the center of the battle field short distanceToBattle ;how close does the player need to be battleRef to start the battle rolling? short RoeInfo ;1 = told about Mechanist or AntAgonizer, 2 = told about both (options up option to ask for more which gets player directed to Derek) short DominicInfo short MacheteInfo short PorterInfo short derekKnowledge ;1 = someone told player that Derek knows alot about the supers (used as condition in dialog) short DerekSecret ;1 = derek told the player about the supers being his idea short bailedOut ;0 = unset, 1 = one or both of the supers got into combat and so the battle scene ended prematurely short battleDone ;1 = battle is done, and supers should escape short mechanistEscaped ;1 = the mechanist has left the battle scene (used as condition on package and set by MS02MechanistEscape pack) short antAgonizerEscaped ;1 = the AntAgonizer has left the battle scene (used as condition on package and set by MS02AntAgonizerEscape pack) short mechanistRetired ;1 = he is retired, 2 = removed suit and is now wandering the wasteland until disabling short antAgonizerRetired ;1 = he is retired, 2 = removed suit and is now wandering the wasteland until disabling short AntAgonizerLeave ;set after she gets the Mechanist's suit, she walks out to the wasteland then disables so she's available for random encounter short MechanistLeave ;set after he gets the AndAgonizer's suit, he walks out to the wasteland then disables so he's available for random encounter short mechanistWantsSuit ;mechanist is going to go get the AntAgonizer suit, or demands it from the player if he has it short antAgonizerWantsSuit ;AntAgonizer is going to go get the Mechanist suit, or demands it from the player if he has it ;Fred's variables for revisions short DoublePay ;1 = the player convinced Roe to pay double. short AntAgonizerName ;1 = the player knows the Ant Agonizer's name (which makes it possible to speech challenge her) short AALair ;1 = the player has been told about the AntAgonizer's lair short MLair ;1 = the player has been told about the Mechanist's lair short MechanistWeakness ;1 = the player knows the Mechanist's "weakness" according to Derek, and can play off of it short BattleOver ;1 = the battle has ended, all the creatures are dead. short MechanistRaiding ;1 = the Mechanist is raiding the AntAtagonizer's lair, and attacking the player. short AntAgonizerRaiding ;1 = the AntAtagonizer is raiding the Mechanist's lair, and attacking the player. short AntOrigin ;1 = the player has read the MS02HubrisComicsNOTE letter to the editor and learned the original story of the Ant Agonizer short SuitRetire ;0 or 1, for tracking which speech challenge the player is attempting during the "suit" conversation short MechRetireTried ;0 = player has not tried to get the Mechanist to retire, 1 = player has tried and failed. short KilledBefore ;Set if the player kills the supers before getting a chance to accept the quest. If so, then Roe will reward the player when he speaks with them. short MDoOnce ;Set to disable the Mechanist when he flees short AADoOnce ;Set to disable the AntAgonizer when she flees ;Super resolutions short AADead ;Is AntAgonizer dead? short AARetired ;Is AntAgonizer retired? short AALeft ;Did AntAgonizer leave? short MDead short MRetired short MLeft ;OBSOLETE VARIABLES------------ ;short mechanistSuspected ;1 = Derek told the player, 2 = player saw him actually put on/take off the suit ;short antAgonizerSuspected ;1 = Derek told the player, 2 = player saw him actually put on/take off the suit ;short mechanistExposed ;1 = player knows he's the super, and the super will talk to him as if he was wearing his suit (he'll ask the player for help defeating his nemesis, etc.) ;short antAgonizerExposed ;1 = player knows he's the super, and the super will talk to him as if he was wearing his suit (he'll ask the player for help defeating his nemesis, etc.) ;short mechanistWontTalk ;1 = won't talk to the player any more (player tried forcing him to give up the suit and has bad karma) ;short antAgonistWontTalk ;1 = won't talk to the player any more (player tried forcing him to give up the suit and has bad karma) ;short townTalkedAboutBattle ;1 = someone in town talked about the super battle... this is so that the first person the player talked to will talk about it, but not all the towns people greetings will rehash it ;------------------------------------------------- Begin GameMode if init == 0 set battleRef to xMS02BattleCenter set distanceToBattle to 3500 set battleStages to 9 ;store starting AI data and set them up for non-combat for the battle scene: set AntAgonizerAggresion to AntAgonizerRef.getAV Aggression set AntAgonizerConfidence to AntAgonizerRef.getAV Confidence set AntAgonizerAssistance to AntAgonizerRef.getAV Assistance set MechanistAggresion to MechanistRef.getAV Aggression set MechanistConfidence to MechanistRef.getAV Confidence set MechanistAssistance to MechanistRef.getAV Assistance ;set AntAgonizerDamageResist to AntAgonizer.getAV DamageResist ;set MechanistDamageResist to Mechanist.getAV DamageResist AntAgonizerRef.setAV Aggression 0 AntAgonizerRef.setAV Confidence 0 AntAgonizerRef.setAV Assistance 0 MechanistRef.setAV Aggression 0 MechanistRef.setAV Confidence 0 MechanistRef.setAV Assistance 0 AntAgonizerRef.modAV Health 500 MechanistRef.modAV Health 500 ;DEBUG ;showWarning "Init set" set init to 1 endif ;Control the Battle Scene: if battle == 0 if player.getDistance battleRef < distanceToBattle ;battleref is reference variable set in "init block" above ;start the battle scene - begin with taunting ;just in case: MechanistRef.stopCombat AntAgonizerRef.stopCombat ;DEBUG ;showWarning "Trigger" set battle to 1 ;The AI data is set back to normal in the MS02XXXEscape On End result script endif elseif battle == 1 ;end the scene if the supers are done taunting each other, or if they get into combat (ie does the player start shooting at them) if MechanistRef.IsInCombat == 1 || AntAgonizerRef.IsInCombat == 1 ;DEBUG ;showWarning "In Combat - Bailing Out" MS02BattleAnt1Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt2Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt3Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt4Ref.addscriptpackage MS02BattleAntFlee MS02BattleRobot1Ref.addscriptpackage MS02BattleRobotFlee MS02BattleRobot2Ref.addscriptpackage MS02BattleRobotFlee set bailedOut to 1 set battle to 2 elseif (getDeadCount MS02BattleAnt >= 4 || getDeadCount MS02BattleRobot >= 2) ;DEBUG ;showWarning "One Side Wins - Bailing Out" MS02BattleAnt1Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt2Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt3Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt4Ref.addscriptpackage MS02BattleAntFlee MS02BattleRobot1Ref.addscriptpackage MS02BattleRobotFlee MS02BattleRobot2Ref.addscriptpackage MS02BattleRobotFlee set bailedOut to 1 set battle to 2 elseif battleStage >= battleStages set battle to 2 ;DEBUG ;showWarning "Stages Done" elseif talking == 0 ;talking is set to 0 in the end results of the infos ;get the supers talking - note: the conditions on the infos are such that only one will be talking at a time ;MechanistRef.say MS02Battle 1 AntAgonizerREF.sayto MechanistREF MS02Battle 1 set talking to 1 ;DEBUG ;showWarning "Talking" ;When A or M finish their info, MS02.talking will be set to 0 again, for next line. elseif talking == 1 ;if the player has gone away and come back, stalling the supers' conversation if MechanistREF.istalking == 0 && AntAgonizerREF.istalking == 0 && player.getDistance xMS02BattleCenter < distanceToBattle ;showWarning "Conversation stalled. Restarting." set MS02.battleStage to 2 AntAgonizerREF.sayto MechanistREF MS02Battle 1 endif endif elseif battle == 2 ;EVP the supers to get them running away to their secret lairs if battleDone == 0 set battleDone to 1 MechanistRef.evp AntAgonizerRef.evp endif ;DEBUG ;showWarning "M and A Leaving" if (player.isInCombat == 0) ;DEBUG ;Set fighters to flee MS02BattleAnt1Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt2Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt3Ref.addscriptpackage MS02BattleAntFlee MS02BattleAnt4Ref.addscriptpackage MS02BattleAntFlee MS02BattleRobot1Ref.addscriptpackage MS02BattleRobotFlee MS02BattleRobot2Ref.addscriptpackage MS02BattleRobotFlee ;showWarning "Dom and Machete come out" setQuestDelay MS02 0 ;set back to default ;Have Dom, Roe, and Machete come out and kill any remainders if (MacheteREF.getDead == 0) MacheteREF.moveto RoeHouseExitMarker endif if (DominicDEllsadroREF.getDead == 0) DominicDEllsadroREF.moveto RoeHouseExitMarker endif ;DominicDEllsadroREF.startcombat MS02BattleAnt1Ref ;DominicDEllsadroREF.startcombat MS02BattleAnt2Ref ;DominicDEllsadroREF.startcombat MS02BattleAnt3Ref ;DominicDEllsadroREF.startcombat MS02BattleAnt4Ref ;DominicDEllsadroREF.startcombat MS02BattleRobot1Ref ;DominicDEllsadroREF.startcombat MS02BattleRobot2Ref ;Bring out Roe after the supers run off ;DEBUG ;showWarning "Roe come out" if (UncleRoeREF.getDead == 0) UncleRoeRef.evp UncleRoeREF.moveto RoeHouseExitMarker endif set BattleOver to 1 if (JoePorterREF.getDead == 0) JoePorterREF.evp JoePorterREF.moveto RoeHouseExitMarker endif setEnemy MS02SuperFaction MS02SuperFaction set battle to 3 endif endif ;PNOF3 if (battle == 3) && (player.IsInInterior ==1) MS02BattleRobot1Ref.disable MS02BattleRobot2Ref.disable EndIf ;if (battle == 3) ; if (MDoOnce == 0) ; if (MechanistREF.GetInCell Forge03) ; MechanistREF.disable ; set MDoOnce to 1 ; endif ; endif ; if (AADoOnce == 0) ; if (AntAgonizerREF.GetInCell LairAntAgonizer03) ; AntAgonizerREF.disable ; set AADoOnce to 1 ; endif ; endif ;endif EndSLSD´SCVRinitSLSDstanceSCVRAntAgonizerAggresionSLSDResistSCVRAntAgonizerConfidenceSLSDsistSCVRAntAgonizerAssistanceSLSD SCVRMechanistAggresionSLSD!SCVRMechanistConfidenceSLSD"SCVRMechanistAssistanceSLSD,SCVRAntAgonizerDamageResistSLSD-SCVRMechanistDamageResistSLSD SCVR battleStageSLSD SCVR battleStagesSLSDSCVRtalkingSLSDSCVRbattleSLSDSCVR battleRefSLSDSCVRdistanceToBattleSLSDSCVRRoeInfoSLSDSCVR DominicInfoSLSDSCVR MacheteInfoSLSDSCVR PorterInfoSLSDSCVRderekKnowledgeSLSDSCVR DerekSecretSLSD8MHSCVR bailedOutSLSD SCVR battleDoneSLSD  &SCVRmechanistEscapedSLSD telaowth01.SCVRantAgonizerEscapedSLSDSCVRmechanistRetiredSLSDSCVRantAgonizerRetiredSLSD%SCVRAntAgonizerLeaveSLSD1SCVRMechanistLeaveSLSD#SCVRmechanistWantsSuitSLSD$SCVRantAgonizerWantsSuitSLSD*SCVR DoublePaySLSD&SCVRAntAgonizerNameSLSD'SCVRAALairSLSD(SCVRMLairSLSD)SCVRMechanistWeaknessSLSD+SCVR BattleOverSLSD.SCVRMechanistRaidingSLSD/SCVRAntAgonizerRaidingSLSD0SCVR AntOriginSLSD2SCVR SuitRetireSLSD9SCVRMechRetireTriedSLSD:SCVR KilledBeforeSLSD;SCVRMDoOnceSLSD<SCVR AADoOnceSLSD3SCVRAADeadSLSD4SCVR AARetiredSLSD5SCVRAALeftSLSD6SCVRMDeadSLSD7SCVR MRetiredSLSD8SCVRMLeftSCRO%rSCRO$rSCRO9) SCRO:) SCRO;) SCRO<) SCRO7) SCRO¥§SCROroSCROqoSCROsoSCRO}oSCRVSCROesSCROSCROÒ` SCROÓ` SCRO6) SCRO5) SCROsSCRO•NSCRO=) SCROܲ SCPT }¯Û EDIDFFERepeatASCRIPTSCHR{(SCDA{m  f 0 !=s XM 11 * 100 /‹rsf 0 ® s 0 > f r"f f r"f f r"f f r"f f r"f=9 f 0 == f 0 == || f 0 == || f 0 == || f 0 == ||s 0  s 1 ==žrf  rXÑr#s XM 4 * 100 / 1 +f  rXÑr$r  s 2 >=f  rXÑr$r  s 3 >=f  rXÑr$r  s 4 >=f  r XÑr$r s 2 ==%r%žrs XM 3 * 100 / 1 +Ñr&Ñr$  s 1 >Ñr$  s 2 > Ñr$ s 3 ==f  rXÑr's XM 3 * 100 / 1 +f  rXÑr(r  s 1 >f  rXÑr( r  s 2 >f  rXÑr( r  s 4 ==f rXÑr)s XM 14 * 100 /‹rs r*n žrs XM 4 * 100 / 2 +Ñr+Ñr+  s 2 >Ñr+  s 3 > Ñr+  s 4 >Ñr+  s 5 ==s 0f  rXÑ r,n íf  rXÑr-r.%r/ %r0%r1%r2·r  s XM s G3 >f  r XÑr4f  r XÑr5 r.  s 6 ==Ñ r6n  s 7 ==žrf  rXÑ r7n‹ f f s XM 4 * 100 / 2 +Ñr8f  rXÑr8 nœÿÿÿ  s 2 >f  rXÑr8  s 4 >‹  s 3 >f  r XÑr8  s 4 >f  r XÑr8 nœÿÿÿ8 s 8 == s 9 == ||s 0 s 1 ~žrf  rXÑ r9n rXGr: 1 ==s 0 rXGr; 1 ==s 1 rXGr< 1 ==s 2 rXGr= 1 ==s 3 rXGr> 1 ==s 4s XM 3 * 100 / 1 +f  rXÑr?  s 0 ==R r@n  s 1 ==R rAn  s 2 ==R rBn  s 3 ==R rCn  s 4 ==R rDn  s 1 >f  rXÑrE  s 0 ==R r@n  s 1 ==R rAn  s 2 ==R rBn  s 3 ==R rCn  s 4 ==R rDn  s 2 >f  rXÑrF  s 0 ==R r@n  s 1 ==R rAn  s 2 ==R rBn  s 3 ==R rCn  s 4 ==R rDn s 10 ==s 0žrf  rXÑ rGn rHnÑ rIn s XM s G3 >f  r XÑrJf  r XÑrK r. s 11 ==s 0f  rXÑ rLnžrf  rXÑ rMnf  rXÑ rMn\r \r s 12 ==s XM 10 / 1 + s rNX <f rX%rOf rX%rP‹%rQ s 13 ==s XM 3 * 100 / 3 +%rR%rR %rR  s 3 >%rR  s 4 >%rR s 14 ==žr %r0s XM 3 * 100 / 2 +f  rXÑrSÑrS  s 2 >ÑrS  s 3 >ÑrS rTs- 0 == rUn rTs- 1 == rVn s 15 ==s! 0f  rXÑ rWn rXn XM 50 >=f  rXÑrYír.·ržržr%r/ %r0 s XM s G3 >f  r XÑrZf  r XÑr[ r. s 16 ==s  0žrs XM 3 * 100 / 2 +Ñr\Ñr]  s 2 >Ñr^  s 3 > Ñr_%r0%r0%r` s 17 ==žrs XM 3 * 100 / 2 +f  rXÑraf  rXÑrb rcn rcn  s 2 >f  rXÑrd  rcn  s 3 >f  r XÑre  rcn s 18 ==xrfrgnnžrs XM 4 * 100 / 2 +ÑrhÑri  s 2 >Ñrj  s 3 > Ñrk  s 4 >Ñrl s 19 ==žrs XM 3 * 100 / 1 +%rmÑrn  s 1 >%rmÑrn  s 2 >%rmÑrns XM 3 * 100 / 2 +ÑroÑro  s 2 > Ñro  s 3 > Ñro s 20 ==žr%r1s XM 3 * 100 / 2 +ÑrpÑrp  s 2 >Ñrp  s 3 > Ñrp%r2%r0%r` %r0 s 21 ==f  rXÑ rqn%r/ %r0%r1%r2%r` s 22 ==f  rXÑrrs XM 4 * 100 / 2 +f  rXÑrsrf  r XÑrsr  s 2 >f  rXÑrs r  s 3 >f  rXÑrs r  s 4 >f  rXÑrsr s 23 ==s" 0f  rXÑrts rX s s 2 /sf  rXÑrsr s 24 ==s# 0f  rXÑruf  rXÑrss rXs s .50 *sr s 25 ==s$ 0žrf  rXÑrvf  rXÑrws rXs s .75 *sr# s 26 ==f 0  s% 0 ==s% 1 rX. 0 == f Z!žr  s& 0 ==s& 1 rX. 0 == f Z!žr  s' 0 ==s' 1 r X. 0 == f Z  ! žr  f 0 !=‹ XM 50 >= rxn XM 50 >=Ñ ryn%! s' 1 == s& 1 == && s% 1 == &&s( 1 s 27 ==!žr rNX Gz <=Ñ r{nÑ r|nÑ r}n rNX G~ >=Ñ rnÑ r€nÑ rns 0SCTXˆWscn FFERepeatASCRIPT ; references to encounter markers ; what these mean vary by the encounter ref marker1 ref marker2 ref marker3 ref marker4 ref marker5 ; temp refs used during creation of the encounters ref tempRef1 ref tempRef2 ref tempRef3 ref tempRef4 ref tempRef5 ; special handling ref dismemberRef ; set to have quest script kill and dismember an actor randomly ; these are set by the trigger zone: short doTrigger ; set to 1 to begin process of triggering an encounter short encounterSet ; group encounters that can happen in each location ; used in picking the random encounter short dieRoll ; random die roll ; what encounter are we triggering? short encounterNumber ; this is the stage to trigger ; ; ************repeat encounter variables ********** ; Encounter 1 ; Encounter 2 ; Encounter 5 short enc5brahminDead ; set to 1 if player kills pack brahmin ; Encounter 8 short enc8preyDead ; set to 1 when prey has been killed short enc8preyType ; what kind of prey are the hunters after? ; 0 = ant ; 1 = dog ; 2 = mirelurk ; 3 = mole rat ; 4 = yao guai ; Encounter 10 short enc10eyebotDead ; set to 1 when eyebot has been killed ; Encounter 11 short enc11scene ; set to 1 to end NPC conversation around eyebot ; Encounter 13 short enc13scene ; set to 1 to start NPC conversation ; Encounter 14 short enc14repeat ; set to 1 for repeat encounters with ghouls ; Encounter 15 short enc15brahminDead ; set to 1 when brahmin dies ; Encounter 16 short enc16scene ; set to 1 to start NPCs on normal sandbox ; Encounter 23 short enc23endcombat ; set to 1 when NPC ends combat with molerat ; Encounter 24 short enc24endcombat ; set to 1 when NPC ends combat with molerat ; Encounter 25 short enc25endcombat ; set to 1 when NPC ends combat with molerat ; Encounter 26 short enc26freddie ; set to 1 when dead Freddie placed short enc26pepper ; set to 1 when dead Pepper placed short enc26gomez ; set to 1 when dead Officer Gomez placed short enc26done ; set to 1 to turn off this encounter begin gamemode ; **************************************** ; special handling ; **************************************** ; dismember somebody if dismemberRef != 0 ; randomly roll for part to dismember ; what body part to dismember? (0-10) set dieRoll to GetRandomPercent * 11/100 ; dismember them! dismemberRef.kill dismemberRef dieRoll ; clear variable set dismemberRef to 0 endif ; **************************************** ; Start Encounters ; **************************************** if encounterNumber > 0 ; NOTE: Repeatable encounters increment FFERepeatACount in the trigger script ; -- this allows repeatable quests to be reset even if there are some unused ones (because of conditions) ; get the current encounter markers from FFETrigger quest (set by the trigger zone) set marker1 to FFETrigger.marker1 set marker2 to FFETrigger.marker2 set marker3 to FFETrigger.marker3 set marker4 to FFETrigger.marker4 set marker5 to FFETrigger.marker5 ; fail if these markers don't exist if marker1 == 0 || marker2 == 0 || marker3 == 0 || marker4 == 0 || marker5 == 0 ; clear encounter number set encounterNumber to 0 endif ; ********************************************************************* ; encounter set A -- clustered encounters ; ********************************************************************* if encounterNumber == 1 ; ants versus radScorpion ; move guard marker FFER01Marker1.moveto marker1 ; place radscorpion set tempRef1 to marker1.placeLeveledActorAtMe FFER01Radscorpion ; place 1-4 ants set dieRoll to GetRandomPercent * 4/100 + 1 set tempRef2 to marker2.placeLeveledActorAtMe LvlAnt tempRef2.startcombat tempRef1 if dieRoll >=2 set tempRef2 to marker3.placeLeveledActorAtMe LvlAnt tempRef2.startcombat tempRef1 endif if dieRoll >=3 set tempRef2 to marker4.placeLeveledActorAtMe LvlAnt tempRef2.startcombat tempRef1 endif if dieRoll >=4 set tempRef2 to marker5.placeLeveledActorAtMe LvlAnt tempRef2.startcombat tempRef1 endif elseif encounterNumber == 2 ; ants gather around toxic waste barrel marker1.placeatme BarrelToxicWaste02 FFER02MarkerRef.moveto marker1 ; place 1-3 ants set dieRoll to GetRandomPercent * 3/100 + 1 marker2.placeLeveledActorAtMe FFER02Ant marker3.placeLeveledActorAtMe LvlAnt if dieRoll > 1 marker4.placeLeveledActorAtMe LvlAnt endif if dieRoll > 2 marker5.placeLeveledActorAtMe LvlAnt endif elseif encounterNumber == 3 ; radscorpions kill traveller set tempRef1 to marker1.placeLeveledActorAtMe FFER03NPC1 ; place 1-3 radscorpions set dieRoll to GetRandomPercent * 3/100 + 1 set tempRef2 to marker2.placeLeveledActorAtMe LvlRadScorpion tempRef2.startCombat tempRef1 if dieRoll > 1 set tempRef3 to marker3.placeLeveledActorAtMe LvlRadScorpion tempRef3.startCombat tempRef1 endif if dieRoll > 2 set tempRef4 to marker4.placeLeveledActorAtMe LvlRadScorpion tempRef4.startCombat tempRef1 endif elseif encounterNumber == 4 ; place NPC set dismemberRef to marker1.placeLeveledActorAtMe FFER04NPC1 ; what body part to dismember? (0-13) set dieRoll to GetRandomPercent * 14/100 ; kill him dismemberRef.kill dismemberRef dieRoll ; add food to inventory dismemberRef.additem FFER04FoodList 1 ; move guard marker FFER04Marker1.moveto marker1 ; place from 2-5 roaches set dieRoll to GetRandomPercent * 4/100 + 2 marker2.placeLeveledActorAtMe FFER04Radroach marker3.placeLeveledActorAtMe FFER04Radroach if dieRoll > 2 marker4.placeLeveledActorAtMe FFER04Radroach endif if dieRoll > 3 marker5.placeLeveledActorAtMe FFER04Radroach endif if dieRoll > 4 marker2.placeLeveledActorAtMe FFER04Radroach endif elseif encounterNumber == 5 ; scavenger in his camp ; clear vars set enc5brahminDead to 0 set tempRef1 to marker2.placeLeveledActorAtMe FFER05NPC1 2 ; hard ; reset loot chest inventory FFER05LootBoxREF.ResetInventory ; place pack brahmin set tempRef2 to marker3.placeLeveledActorAtMe FFER05Brahmin ; set ownership tempRef2.SetOwnership WastelandScavengerFaction ; create the camp marker4.placeatme FloorSleepL marker5.placeatme FloorSitMarker marker1.placeatme Barrel02FireAnimStatic256 marker2.placeatme DefaultFireBarrelIdleMarker ; set merchant chest tempRef1.SetMerchantContainer FFER05LootBoxREF ; give me a pet set dieRoll to GetRandomPercent if dieRoll > FFEScavengerDogChance ; pet bear set tempRef3 to marker5.placeLeveledActorAtMe FFER05YaoGuai else ; pet dog set tempRef3 to marker5.placeLeveledActorAtMe FFER05Dog endif ; set ownership so pet reacts properly tempRef3.SetOwnership WastelandScavengerFaction elseif encounterNumber == 6 ; wasteland doctor marker1.placeLeveledActorAtMe FFER06NPC1 2 ; hard elseif encounterNumber == 7 ; pack of dogs guarding a body ; move marker FFER07Marker1.moveto marker1 ; dead guy set tempRef1 to marker1.PlaceLeveledActorAtMe FFER07DeadGuy 0 tempRef1.kill set dismemberRef to tempRef1 ; randomly dismember him for extra yumminess ; dogs -- place 2-5 dogs, some hurt set dieRoll to GetRandomPercent * 4/100 + 2 marker2.placeLeveledActorAtMe FFER07Dog set tempRef1 to marker3.placeLeveledActorAtMe FFER07Dog ; cripple a limb tempRef1.modav rightAttackCondition -100 if dieRoll > 2 set tempRef1 to marker4.placeLeveledActorAtMe FFER07Dog if dieRoll > 4 tempRef1.kill endif endif if dieRoll > 3 set tempRef1 to marker5.placeLeveledActorAtMe FFER07Dog endif if dieRoll > 4 set tempRef1 to marker5.placeLeveledActorAtMe FFER07Dog ; cripple a limb tempRef1.modav rightAttackCondition -100 endif elseif encounterNumber == 8 || encounterNumber == 9 ; hunters ; clear vars set enc8preyDead to 0 set enc8preyType to -1 ; move marker FFER08Marker1.moveto marker1 ; prey set tempRef1 to marker1.PlaceLeveledActorAtMe FFER08Prey 0 ; prey type? if tempRef1.GetInFaction antFaction == 1 set enc8preyType to 0 elseif tempRef1.GetInFaction dogFaction == 1 set enc8preyType to 1 elseif tempRef1.GetInFaction mirelurkFaction == 1 set enc8preyType to 2 elseif tempRef1.GetInFaction moleratFaction == 1 set enc8preyType to 3 elseif tempRef1.GetInFaction yaoGuaiFaction == 1 set enc8preyType to 4 endif ; hunters -- place 1-3 hunters, remove prey type of meat from them so they'll find properly set dieRoll to GetRandomPercent * 3/100 + 1 set tempRef2 to marker2.placeLeveledActorAtMe FFER08Hunter if enc8preyType == 0 tempRef2.removeItem antMeat 20 elseif enc8preyType == 1 tempRef2.removeItem dogMeat 20 elseif enc8preyType == 2 tempRef2.removeItem mirelurkMeat 20 elseif enc8preyType == 3 tempRef2.removeItem moleratMeat 20 elseif enc8preyType == 4 tempRef2.removeItem yaoGuaiMeat 20 endif if dieRoll > 1 set tempRef2 to marker3.placeLeveledActorAtMe FFER08Hunter2 if enc8preyType == 0 tempRef2.removeItem antMeat 20 elseif enc8preyType == 1 tempRef2.removeItem dogMeat 20 elseif enc8preyType == 2 tempRef2.removeItem mirelurkMeat 20 elseif enc8preyType == 3 tempRef2.removeItem moleratMeat 20 elseif enc8preyType == 4 tempRef2.removeItem yaoGuaiMeat 20 endif endif if dieRoll > 2 set tempRef2 to marker4.placeLeveledActorAtMe FFER08Hunter3 if enc8preyType == 0 tempRef2.removeItem antMeat 20 elseif enc8preyType == 1 tempRef2.removeItem dogMeat 20 elseif enc8preyType == 2 tempRef2.removeItem mirelurkMeat 20 elseif enc8preyType == 3 tempRef2.removeItem moleratMeat 20 elseif enc8preyType == 4 tempRef2.removeItem yaoGuaiMeat 20 endif endif elseif encounterNumber == 10 ; Enclave eyebot being salvaged by scavenger ; clear vars set enc10eyebotDead to 0 ; move marker FFER10Marker1.moveto marker1 ; create robot set tempRef1 to marker1.placeLeveledActorAtMe FFER10Robot 0 tempRef1.addToFaction WastelandScavengerEnemyFaction 0 ; make him an enemy of the scavenger ; create scavenger marker2.placeLeveledActorAtMe FFER10NPC1 0 ; give me a pet set dieRoll to GetRandomPercent if dieRoll > FFEScavengerDogChance ; pet bear set tempRef3 to marker5.placeLeveledActorAtMe FFER10YaoGuai else ; pet dog set tempRef3 to marker5.placeLeveledActorAtMe FFER10Dog endif ; set ownership so pet reacts properly tempRef3.SetOwnership WastelandScavengerFaction elseif encounterNumber == 11 ; people listening to eyebot ; reset variable set enc11scene to 0 set tempRef1 to marker1.placeLeveledActorAtMe FFER11Eyebot 0 ; move marker FFER11Marker1.moveto marker1 ; place NPCs set tempRef2 to marker2.placeLeveledActorAtMe FFER11Settler 0 set tempRef3 to marker3.placeLeveledActorAtMe FFER11Settler 0 ; make them look at eyebot tempRef2.look tempRef1 tempRef3.look tempRef1 elseif encounterNumber == 12 ; dead guy ; roll against luck to find fatman set dieRoll to GetRandomPercent/10 + 1 if dieRoll < player.getav luck set dismemberRef to marker1.placeatme FFER12NPCFatman else set dismemberRef to marker1.placeatme FFER12NPCNormal endif dismemberRef.kill marker1.placeatme FakeForceBall1000 ; to give a havok push to the body to toss it around elseif encounterNumber == 13 ; minefield ; place mines: 3-5 set dieRoll to GetRandomPercent * 3/100 + 3 marker1.placeatme MineFragProjectile marker4.placeatme MineFragProjectile marker5.placeatme MineFragProjectile if dieRoll > 3 marker2.placeatme MineFragProjectile endif if dieRoll > 4 marker3.placeatme MineFragProjectile endif elseif encounterNumber == 14 ; MS12 Post Quest: Angry Ghouls ; move marker FFER14Marker1.moveto marker1 ; place sit/sleep markers marker5.placeatme FloorSitMarker ; place ghouls: 2-4 set dieRoll to GetRandomPercent * 3/100 + 2 set tempref1 to marker2.placeLeveledActorAtMe FFER14Ghoul marker3.placeLeveledActorAtMe FFER14Ghoul if dieRoll > 2 marker3.placeLeveledActorAtMe FFER14Ghoul endif if dieRoll > 3 marker4.placeLeveledActorAtMe FFER14Ghoul endif ; give ghouls notes depending on variables in MS12 if MS12.allGhoulsDead == 0 tempref1.additem MS12RandomQuestNoteA 1 elseif MS12.allGhoulsDead == 1 tempref1.additem MS12RandomQuestNoteB 1 endif elseif encounterNumber == 15 ; MS05 -- Nuka Quantum merchant + brahmin (maybe) ; clear vars set enc15brahminDead to 0 set tempRef1 to marker2.placeLeveledActorAtMe FFER15NPC1 2 ; hard ; add nuka quantum to inventory tempRef1.additem MS05NukaColaQtm 1 ; place pack brahmin -- 50% chance if GetRandomPercent >= 50 set tempRef2 to marker3.placeLeveledActorAtMe FFER15Brahmin ; reset loot chest inventory FFER15LootBoxREF.ResetInventory ; set ownership tempRef2.SetOwnership WastelandScavengerFaction ; set merchant chest tempRef1.SetMerchantContainer FFER15LootBoxREF endif ; create the camp FFER15Marker1.moveto marker1 ; central package marker FFER15Marker2.moveto marker3 ; brahim marker marker4.placeatme FloorSleepL marker5.placeatme FloorSitMarker ; give me a pet set dieRoll to GetRandomPercent if dieRoll > FFEScavengerDogChance ; pet bear set tempRef3 to marker5.placeLeveledActorAtMe FFER15YaoGuai else ; pet dog set tempRef3 to marker5.placeLeveledActorAtMe FFER15Dog endif ; set ownership so pet reacts properly tempRef3.SetOwnership WastelandScavengerFaction elseif encounterNumber == 16 ; MS10 Quest Encounter: Oasis Pilgrims set enc16scene to 0 ; move marker FFER16Marker1.moveto marker1 ; place leveled wastelanders: 2-4 set dieRoll to GetRandomPercent * 3/100 + 2 marker2.placeLeveledActorAtMe FFER16PilgrimTalker marker3.placeLeveledActorAtMe FFER16Pilgrim if dieRoll > 2 marker4.placeLeveledActorAtMe FFER16Pilgrim2 endif if dieRoll > 3 marker5.placeLeveledActorAtMe FFER16Pilgrim3 endif ; place sit/sleep markers marker2.placeatme FloorSitMarker marker3.placeatme FloorSitMarker marker4.placeatme DefaultSmokingIdleMarker elseif encounterNumber == 17 ; MS13 Post Quest: Hitmen attack player for being a Slaver ; place marker FFER17Marker1.moveto marker1 ; place hitmen: 2-4 set dieRoll to GetRandomPercent * 3/100 + 2 set tempRef1 to marker2.placeLeveledActorAtMe FFER17Hitman set tempRef2 to marker3.placeLeveledActorAtMe FFER17Hitman2 tempRef1.additem FFER17Note 1 tempRef2.additem FFER17Note 1 if dieRoll > 2 set tempRef3 to marker4.placeLeveledActorAtMe FFER17Hitman3 tempRef3.additem FFER17Note 1 endif if dieRoll > 3 set tempRef3 to marker5.placeLeveledActorAtMe FFER17Hitman4 tempRef3.additem FFER17Note 1 endif elseif encounterNumber == 18 ; MS13 Post Quest: Slavers attack the player for being better than them ; make them neutral again SetEnemy playerFaction FFER18SlaverFaction 1 1 ; place marker FFER18Marker1.moveto marker1 ; place slavers: 2-5 set dieRoll to GetRandomPercent * 4/100 + 2 marker2.placeLeveledActorAtMe FFER18SlaverGreet marker3.placeLeveledActorAtMe FFER18Slaver if dieRoll > 2 marker4.placeLeveledActorAtMe FFER18Slaver2 endif if dieRoll > 3 marker5.placeLeveledActorAtMe FFER18Slaver3 endif if dieRoll > 4 marker1.placeLeveledActorAtMe FFER18Slaver4 endif elseif encounterNumber == 19 ; supermutants with captives FFER19Marker1.moveto marker1 ; place 1-3 captives set dieRoll to GetRandomPercent * 3/100 + 1 ; place captives and markers marker1.placeatme FFCaptiveMarker marker1.placeLeveledActorAtMe FFER19SupermutantCaptive if dieRoll > 1 marker2.placeatme FFCaptiveMarker marker2.placeLeveledActorAtMe FFER19SupermutantCaptive endif if dieRoll > 2 marker3.placeatme FFCaptiveMarker marker3.placeLeveledActorAtMe FFER19SupermutantCaptive endif ; place 2-4 supermutant guards set dieRoll to GetRandomPercent * 3/100 + 2 marker4.placeLeveledActorAtMe FFER19Supermutant marker4.placeLeveledActorAtMe FFER19Supermutant if dieRoll > 2 marker5.placeLeveledActorAtMe FFER19Supermutant endif if dieRoll > 3 marker5.placeLeveledActorAtMe FFER19Supermutant endif elseif encounterNumber == 20 ; camped ghouls FFER20Marker1.moveto marker1 marker1.placeatme Barrel02FireAnimStatic256 ; place 2-4 ghouls set dieRoll to GetRandomPercent * 3/100 + 2 marker2.placeLeveledActorAtMe FFER20Ghoul marker3.placeLeveledActorAtMe FFER20Ghoul if dieRoll > 2 marker4.placeLeveledActorAtMe FFER20Ghoul endif if dieRoll > 3 marker5.placeLeveledActorAtMe FFER20Ghoul endif marker2.placeatme DefaultFireBarrelIdleMarker marker3.placeatme FloorSitMarker marker4.placeatme DefaultSmokingIdleMarker marker5.placeatme FloorSitMarker elseif encounterNumber == 21 ; chem vendor in his camp set tempRef1 to marker2.placeLeveledActorAtMe FFER21NPC1 0 ; easy ; create the camp marker4.placeatme FloorSleepL marker5.placeatme FloorSitMarker marker1.placeatme Barrel02FireAnimStatic256 marker2.placeatme DefaultFireBarrelIdleMarker marker3.placeatme DefaultSmokingIdleMarker elseif encounterNumber == 22 ; molerats attack wastelander set tempRef1 to marker1.placeLeveledActorAtMe FFER22NPC1 ; place 2-5 molerats set dieRoll to GetRandomPercent * 4/100 + 2 set tempRef2 to marker2.placeLeveledActorAtMe CrMoleRat tempRef2.startCombat tempRef1 set tempRef2 to marker5.placeLeveledActorAtMe CrMoleRat tempRef2.startCombat tempRef1 if dieRoll > 2 set tempRef3 to marker3.placeLeveledActorAtMe CrMoleRat tempRef3.startCombat tempRef1 endif if dieRoll > 3 set tempRef4 to marker3.placeLeveledActorAtMe CrMoleRat tempRef4.startCombat tempRef1 endif if dieRoll > 4 set tempRef5 to marker4.placeLeveledActorAtMe CrMoleRat tempRef5.startCombat tempRef1 endif elseif encounterNumber == 23 ; MS03 -- bad survival guide ; molerat attacks poorly equipped wastelander ; clear var set enc23endcombat to 0 ; place wastelander set tempRef1 to marker1.placeLeveledActorAtMe FFER23NPC1 ; damage his health set dieRoll to tempRef1.getav health set dieRoll to dieRoll/2 tempRef1.damageav health dieRoll ; place a molerat set tempRef2 to marker2.placeLeveledActorAtMe CrMoleRat tempRef2.startCombat tempRef1 elseif encounterNumber == 24 ; MS03 -- medium survival guide ; molerat attacks moderately equipped wastelander ; clear var set enc24endcombat to 0 ; place wastelander set tempRef1 to marker1.placeLeveledActorAtMe FFER24NPC1 ; place a molerat set tempRef2 to marker2.placeLeveledActorAtMe CrMoleRat ; damage its health set dieRoll to tempRef2.getav health set dieRoll to dieRoll * .50 tempRef2.damageav health dieRoll tempRef2.startCombat tempRef1 elseif encounterNumber == 25 ; MS03 -- good survival guide ; mirelurk attacks well-equipped wastelander ; clear var set enc25endcombat to 0 FFER25Marker1.moveto marker1 ; place wastelander set tempRef1 to marker1.placeLeveledActorAtMe FFER25NPC1 ; place a mirelurk set tempRef2 to marker2.placeLeveledActorAtMe CrMirelurk1 ; damage its health set dieRoll to tempRef2.getav health set dieRoll to dieRoll * .75 tempRef2.damageav health dieRoll tempRef2.startCombat tempRef1 elseif encounterNumber == 26 ; MS16 -- dead vault 101 residents set dismemberRef to 0 ; place the named NPCs first, if they're not already dead if enc26freddie == 0 set enc26freddie to 1 if FreddieGomezREF.getDead == 0 set dismemberRef to FreddieGomezREF FreddieGomezREF.enable FreddieGomezREF.moveto marker1 endif elseif enc26pepper == 0 set enc26pepper to 1 if PepperGomezREF.getDead == 0 set dismemberRef to PepperGomezREF PepperGomezREF.enable PepperGomezREF.moveto marker1 endif elseif enc26gomez == 0 set enc26gomez to 1 if Vault101Security04REF.getDead == 0 set dismemberRef to Vault101Security04REF Vault101Security04REF.enable Vault101Security04REF.moveto marker1 endif endif if dismemberRef != 0 dismemberRef.kill if GetRandomPercent >= 50 dismemberRef.additem WaterPurified 1 endif endif if GetRandomPercent >= 50 marker2.placeLeveledActorAtMe LvlWastelandAll 1 endif if enc26gomez == 1 && enc26pepper == 1 && enc26freddie == 1 set enc26done to 1 endif elseif encounterNumber == 27 ; hit squad FFER27Marker1.moveto marker1 if player.Getav Karma <= KarmaEvil ; regulators marker1.placeLeveledActorAtMe FFER27RegulatorLeader 2 marker2.placeLeveledActorAtMe FFER27Regulator01 1 marker3.placeLeveledActorAtMe FFER27Regulator02 1 elseif player.GetAV Karma >= KarmaGood ; talon co marker1.placeLeveledActorAtMe FFER27TalonLeader 2 marker2.placeLeveledActorAtMe FFER27Talon01 1 marker3.placeLeveledActorAtMe FFER27Talon02 1 endif ; etc. endif ; clear encounter number set encounterNumber to 0 endif end SLSD¿å8Øü÷dêÌSCVRmarker1SLSDˆÆi˜'Ô>0¨8SCVRmarker2SLSDÀh˜'Ô>0¨8SCVRmarker3SLSD Ï˜'Ô>0¨8SCVRmarker4SLSD µÒCÛ=à{SCVRmarker5SLSD €¸CÛ=à{SCVR tempRef1SLSD ÈÞå&ÓáÛAÛÏSCVR tempRef2SLSD È)m˜'Ô>0¨8SCVR tempRef3SLSD Pž CÛ=à{SCVR tempRef4SLSD ˆ\‘øÛ–¯þSCVR tempRef5SLSD˜×¸BìøüSCVR dismemberRefSLSDP¢ÁCÛ=à{SCVR doTriggerSLSDD˜'Ô>0¨8SCVR encounterSetSLSDgÕ˜'Ô>0¨8SCVRdieRollSLSD(IŠCÛ=à{SCVRencounterNumberSLSDÀ§Õ˜'Ô>0¨8SCVRenc5brahminDeadSLSD¨öCÛ=à{SCVR enc8preyDeadSLSD%ì@òäô@SCVR enc8preyTypeSLSD°ö¯SCVRenc10eyebotDeadSLSDÈßô'ô@ý@SCVR enc11sceneSLSD˜è» I’$‘ (SCVR enc13sceneSLSDHØ&R‹¢? SCVR enc14repeatSLSD!Àf_SCVRenc15brahminDeadSLSD ¸öSCVR enc16sceneSLSD"ˆN€'SCVRenc23endcombatSLSD#(ú'ÈÈ>€?SCVRenc24endcombatSLSD$ L‚'  =€?SCVRenc25endcombatSLSD%Àö  =€?SCVR enc26freddieSLSD&©Û'SCVR enc26pepperSLSD'¨öSCVR enc26gomezSLSD(¸öŪ!®áÇSCVR enc26doneSCRVSCROI1SCRV SCRVSCROâSCRVSCRVSCRVSCRVSCRV SCRV SCRO¤÷SCROûÕSCRV SCRO‚SCRO’¥SCRO«SCRO´ÛSCRO=»SCROÎG SCROÏG SCROÕG SCRO÷SCRO.ùSCRO1ùSCRO"{ SCRO#ô SCRV SCRO'Y SCRO|SCRO{SCRO©SCROÔ›SCRO«ÛSCRO+-SCROø¦SCRO-ÏSCRO*-SCRO)-SCROü¦SCRO¡÷SCRO¢÷SCRO,-SCROËSCRO`N SCROÈSCROªÍ SCRO†ÐSCRO'² SCROQWSCRO >SCRO?2SCRO>2SCROxSCROÙSCROßSCROˆ¥SCROqSCROuSCROwSCROySCRO|SCRO‡¥SCROEÃSCROP@SCRON@SCROL@SCROK@SCROÞøSCROßøSCROªSCRO§SCRO©SCROD2SCROB2SCRO‡™SCRO³ÛSCROSCRO~ôSCROôSCRO•!SCROúCSCRO:»SCROŸNSCRO<»SCRO;»SCROÔG SCROù„SCROÑG SCRO>SCRO>SCRO VSCRO÷SCROàøSCROáøSCRO³è SCRO+ùSCROâøSCRO0ùSCROãøSCROäøSCRO¤²SCROµ SCROµ SCRO2ùSCROåøSCROæøSCROçøSCROU SCRO { SCRO{ SCROÉó SCRO´‡ SCROÝåSCROŸÏSCRO!Y SCRO$Y SCRO%Y SCROƒÏSCRO£QSCROÿ¦SCRO€SCRO››SCRO›SCROˆ›SCROSCROŠ›SCRO‰›SCRO‹›SCPT6ôEDIDUF3PPHCIFScriptSCHRêSCDAêÜ  X8r 1 == rX# 0 ==–rr rX# 0 ==–rr rX# 0 ==–rr r X# 0 ==–rr  r X# 0 ==–rr  r X# 0 ==–rr  X8r 1 == rX# 0 ==–rr rX# 0 ==–rr rX# 0 ==–rr rX# 0 ==–rr  rX# 0 ==–rr  rX# 0 ==–rrSCTX4SCN UF3PPHCIFScript Begin GameMode If GetQuestRunning HD01 == 1 If HD01VaultTheme01.GetDisabled == 0 SetCellImageSpace MegatonPlayerHouse VaultImageSpace01 ElseIf HD01ExplorerTheme.GetDisabled == 0 SetCellImageSpace MegatonPlayerHouse LamplightInterior ElseIf HD01PreWarTheme.GetDisabled == 0 SetCellImageSpace MegatonPlayerHouse TenpennyImageSpace ElseIf HD01RaiderTheme.GetDisabled == 0 SetCellImageSpace MegatonPlayerHouse UrbanImageSpace01 ElseIf HD01ScienceTheme.GetDisabled == 0 SetCellImageSpace MegatonPlayerHouse NeoClassDefaultImageSpace ElseIf HD01LoveTheme.GetDisabled == 0 SetCellImageSpace MegatonPlayerHouse LoveHouseTheme EndIf EndIf If GetQuestRunning HD02 == 1 If HD02VaultTheme.GetDisabled == 0 SetCellImageSpace Tenpenny03Player VaultImageSpace01 ElseIf HD02ExplorerTheme.GetDisabled == 0 SetCellImageSpace Tenpenny03Player LamplightInterior ElseIf HD02PreWarTheme.GetDisabled == 0 SetCellImageSpace Tenpenny03Player TenpennyImageSpace ElseIf HD02RaiderTheme.GetDisabled == 0 SetCellImageSpace Tenpenny03Player UrbanImageSpace01 ElseIf HD02ScienceTheme.GetDisabled == 0 SetCellImageSpace Tenpenny03Player NeoClassDefaultImageSpace ElseIf HD02LoveTheme.GetDisabled == 0 SetCellImageSpace Tenpenny03Player LoveHouseTheme EndIf EndIf EndSCRO‘SCRO-ÁSCROãQSCROŸKSCRO.ÁSCROãSCRO1ÁSCROj„ SCRO7ÁSCROˆUSCRO6ÁSCRO4SSCROîz SCROã SCRO4²SCROBÁSCROçpSCRO@ÁSCRO?ÁSCRO>ÁSCRO8ÁSCROïz SCPT„Ÿ0EDIDUF3PCaAFixScriptSCHRRSCDARD rs 1 == rs 0 == &&úú7rSCTX×scn UF3PCaAFixScript Begin GameMode If CharonRef.CharonKillAhzrukhalSceneStart == 1 && CharonRef.CharonKillAhzrukhalSceneKill == 0 CharonRef.ResetAI AhzrukhalRef.ResetAI EndIf StopQuest UF3PCaAFix EndSCROá¸SCROâ¸SCRO 0SCPT6»ƒEDIDUF3PFTFFixScriptSCHR‹SCDA‹},( rX~r 1 == rX/r 0 > &&"7r! rs 1 == rX. 1 == ||7rSCTX(scn UF3PFTFFixScript Begin GameMode If Player.GetHasNote MSMiniWingerMercierNote == 1 && Player.GetItemCount MS05NukaColaDisk > 0 MS05RaiderDisabler.Disable StopQuest UF3PFTFFix EndIf If DialogueMSMini.SDODone == 1 || MS05LedouxRef.GetDead == 1 StopQuest UF3PFTFFix EndIf EndSCROì­ SCROSCROέ SCROæ­ SCRO¼ƒSCROŽ SCROÞ­ SCPT5&ÝEDIDUF3PHDDSFixScriptSCHR=SCDA=/ rs 2 ==7rSCTXœscn UF3PHDDSFixScript Begin GameMode If FreeformTenpenny.ArgyleFound == 2 HerbertDaringDashwoodSafe.SetOwnership EndIf StopQuest UF3PHDDSFix EndSCRO²Ö SCROèŒ SCRO'ÝSCPT:lbEDIDUF3PICFixScriptSCHRNSCDAN@ X; rn2 1 ==R rn'7rSCTXˆscn UF3PICFixScript Begin GameMode If GetStageDone MS15 50 == 1 Player.RemoveItem MS15Ink 9999 EndIf StopQuest UF3PICFix EndSCROSCRO¢NSCRO¢:SCROmbSCPT-ÖÏEDIDUF3PRDSOFixScriptSCHR=SCDA=/ rs 2 ==7rSCTX”scn UF3PRDSOFixScript Begin GameMode If DialogueRepublicDave.Winner == 2 RepDaveDaveSafeREF.SetOwnership EndIf StopQuest UF3PRDSOFix EndSCROxlSCROÈSCRO×ÏSCPTG—°ÛEDIDFFERepeatBSCRIPTSCHRα$SCDA±£  f 0 !=s XM 11 * 100 /‹rsf 0 s# 1 ==s# 2f  rXÑrjf" rX .25 *f" zY@r$ s 75 >=f  rXÑrjf" rX .65 *f"r$  s 0 >  s 1 ==s 2%rk  s 3 ==s 4ÑrlÑrl  s 2 ==s 3ÑrmÑrm å s 0 > f rnf f rnf f rnf f rnf f rnf f rnf f rnfUQ f 0 == f 0 == || f 0 == || f 0 == || f 0 == || f 0 == || f 0 == ||s 0 s 51 == r X. 0 == žr r X. 0 == žr r X. 0 == žr s 52 == žrN žržr s XMÑ ronÑ rpn  s 25 <Ñ rqnÑ rrns XM 3 * 100 / 3 +Ñ rsnÑ rtnÑ run  s 3 >Ñ rvn  s 4 >Ñ rsn s 53 ==s 0s# 0žr žrNžržrNf  rXÑ rwn s XMs s rxX 5 * -f  rXÑ rynÑ rzn s 75 >=Ñ ryn s 54 ==žržrNžr rX. 0 ==žr rX. 0 ==žr rX. 0 ==žr! rX. 0 == rs 0 == &&žr s 55 ==žržr žrs XM 3 * 100 / 1 +Ñ r{n  s 1 >Ñ r{n  s 2 >Ñ r{ns XM 4 * 100 / 1 +f  rXÑr|  s 1 >f  rXÑr|  s 2 >f  rXÑr|  s 3 >f  rXÑr| s 56 ==!žrN"žr#žrs XM 3 * 100 / 1 +f  rXÑ r}n  s 1 >Ñ r~n  s 2 >Ñ rns XM 4 * 100 / 1 +f  rXÑr€Ñr€  s 2 >Ñr€  s 3 >Ñr€$r s 57 ==s 0G 0G‚ 0s 0%žrN&žr'žrs XM 3 * 100 / 1 +Ñ rƒnÑ r„n  s 2 >Ñ r…ns XM 4 * 100 / 1 + G sÑr†Ñr†  s 2 >Ñr†  s 3 >Ñr† s 58 ==(žrf  rX%r‡Ñ rˆn s XM s G‰ >f  rXÑrŠf  rXÑr‹rŒ s 59 ==s 0s$ 10)žr*žrN+žrÑ rns XM 4 * 100 /ÑrŽsÑ rnÑ rns XM 4 * 100 / 1 +Ñ rnÑ rn  s 2 >Ñ rn  s 3 >Ñ r‘n s$ s 2 + s 60 ==)žrN*žr+žrs XM 3 * 100 / 3 +Ñ r’nÑ r’nÑ r’n  s 3 >Ñ r’n  s 4 >Ñ r’ns XM 4 * 100 / 1 +Ñ r“nÑ r“nÑ r“n  s 1 >Ñ r“n  s 2 >Ñ r“n  s 3 >Ñ r“n s 61 ==,žr-žrN.žrs XM 4 * 100 / 2 +Ñr”Ñr”  s 2 >Ñr”  s 3 >Ñr”  s 4 >Ñr” s 62 ==/žržrN0žrž rNzzÀRÀzž rNzzÀR@z s XM  s 50 >f  rXÑr•f  rXÑr• s 63 ==s 0 s 1 ~1žr2žrN3žrf  rXÑ r–n r$XGr— 1 ==s 0 r$XGr˜ 1 ==s 1 r$XGr™ 1 ==s 2 r$XGrš 1 ==s 3 r$XGr› 1 ==s 4s XM 3 * 100 / 1 +Ñrœ  s 1 >Ñrœ  s 2 >Ñrœ s 64 ==4žr5žrN6žrs XM 3 * 100 / 3 +Ñ rnÑ rnÑ rn  s 3 >Ñ rn  s 4 >Ñ rn s 65 ==7žr8žrN9žrÑržÑržs XM 25 +s s rxX 5 * -  s 66 >ÑrŸ  s 33 >Ñr Ñ ržn s 66 ==:žr;žrN<žr=žrr=s r=s 1 + s 67 ==>žr?žrN@žrÑr¡Ñr¡ s XMs s rxX 5 * -  s 66 >Ñr¢  s 33 >Ñr£Ñ r¡n s XMÑ r¤nÑ r¥n  s 25 <Ñ r¦n s 68 ==s 0s  0AžrBžrNCžr s XMs s rxX 5 * -  s 66 >Ñr§  s 33 >Ñr¨Ñr© s XMÑrªÑr«  s 25 <Ñ r¬n s 69 ==s 0DžrEžrNFžrs XM 3 * 100 / 2 +Ñr­Ñr®  s 2 >Ñr¯  s 3 >Ñr° s 70 ==GžrHžrNIžrJ r±sJ r±sJ 9r±sJžrJ—r²Ñr³Ñr³Ñr³ s XMÑr´Ñr´  s 25 <Ñ r´nÑrµ s 71 ==s 0KžrLžrNMžrž rNzzÀRÀzž rNzzÀR@zN%r¶ s 72 ==OžrPžrNQžrÑr·Ñr·Ñr¸Ñr¹Ñr¹Ñr¹Ñr¹ s 73 ==s! 0RžrSžrNTžrf  rXÑ rºnUíf  rXÑr»rŒ$·rU s XM s G‰ >f  rXÑr¼f  rXÑr½rŒ s 74 ==VžrWžrNXžrÑr¾Ñr¾ s XM s 50 >=Ñr¿Ñr¾Ñr¾ s 75 == rÀs 040 r\X. 0 == r]X. 0 == || r^X. 0 == ||YžrZžrN[žrxrÁrÂnn r\X. 0 ==\žr r]X. 0 ==]žr r^X. 0 ==^žrf  rXÑrà s 76 ==OžrPžrNQžrÑr¹Ñr¹ rxXP 8 >=Ñr¹ rxXP 12 >=Ñr¹ rxXP 16 >=Ñr¹ s 78 ==_žr`žrNažrÑrÄÑrÄs XM 4 * 100 / 2 +  s 2 >ÑrÄ  s 3 >ÑrÄ  s 4 >ÑrÄ s 79 ==bžrcžrNdžr rxX GÅ <=Ñ rÆnÑ rÇnÑ rÈn rxX GÉ >=Ñ rÊnÑ rËnÑ rÌn s 80 ==ežrNfžrgžrÑ rÍnÑ rÍnÑ rÎns 0SCTXÕiscn FFERepeatBSCRIPT ; references to encounter markers ; what these mean vary by the encounter ref marker1 ref marker2 ref marker3 ref marker4 ref marker5 ref marker6 ref marker7 ; temp refs used during creation of the encounters ref tempRef1 ref tempRef2 ref tempRef3 ref tempRef4 ref tempRef5 float tempVar1 ; special handling ref dismemberRef ; set to have quest script kill and dismember an actor randomly ; these are set by the trigger zone: short doTrigger ; set to 1 to begin process of triggering an encounter short encounterSet ; group encounters that can happen in each location ; used in picking the random encounter short dieRoll ; random die roll ; what encounter are we triggering? short encounterNumber ; this is the stage to trigger ; ; ************repeat encounter variables ********** ; Encounter 53 short enc53doneFlee ; set to 1 when scout finishes fleeing (clear each time triggered) short enc53createDeathclaws ; set to 1 when time to create deathclaws, 2 when done ; Encounter 57 short enc57seenSlaves ; set to 1 if player has "seen" the escaped slaves short enc57slaveCount ; how many slaves have escaped? short enc57slaveDead ; how many slaves have been killed? short enc57turnedInSlaves ; set to 1 if player tells slavers where slaves are ; Encounter 59 short enc59ScavengerDead ; set to 1 when scavenger is dead (to stop raiders from running) short enc59RaidersDead ; set to 1 when all raiders are dead (to get scavenger to patrol) ; Encounter 62 short enc62vertibird ; set to 1 to summon vertibird, 2 = vertibird landing, 3 = dropping off soldiers, 4 = done ; Encounter 63 short enc63preyDead ; set to 1 when prey killed by hunters short enc63preyType ; see FFERepeatA encounter 8 for list ; Encounter 68 short enc68supermutantDead ; set to 1 when supermutant is dead short enc68playerHelped ; set to 1 if player helps kill supermutant ; set to 2 when player gets rewarded by wastelanders ; Encounter 69 short enc69helped ; set to 1 when player gives slaves directions ; Encounter 71 short enc71status ; set to 1 when encounter starts, set to 2 when ready to drop off, set to 3 after dropping off ; Encounter 73 short enc73brahminDead ; set to 1 when brahmin dies begin gamemode ; **************************************** ; special handling ; **************************************** ; dismember somebody if dismemberRef != 0 ; randomly roll for part to dismember ; what body part to dismember? (0-10) set dieRoll to GetRandomPercent * 11/100 ; dismember them! dismemberRef.kill dismemberRef dieRoll ; clear variable set dismemberRef to 0 endif if enc53createDeathclaws == 1 set enc53createDeathclaws to 2 ; create deathclaws set tempRef2 to marker2.placeLeveledActorAtMe FFER53DeathClaw set tempVar1 to ( tempRef2.getav health * .25 ) ; hurt leg tempRef2.damageav health tempVar1 tempRef2.damageav leftmobilitycondition 100 tempRef2.startCombat tempRef1 if dieRoll >= 75 ; hurt set tempRef3 to marker3.placeLeveledActorAtMe FFER53DeathClaw set tempVar1 to ( tempRef3.getav health * .65 ) tempRef3.damageav health tempVar1 tempRef3.startCombat tempRef1 endif endif if enc62vertibird > 0 if enc62vertibird == 1 set enc62vertibird to 2 FFER62Marker2.placeAtMe FFER62VertibirdEncounter elseif enc62vertibird == 3 set enc62vertibird to 4 ; place enclave troopers at markers FFER62MarkerA.placeLeveledActorAtMe FFER62EnclaveGun FFER62MarkerB.placeLeveledActorAtMe FFER62EnclaveGun endif endif if enc71status == 2 set enc71status to 3 ; place enclave troopers at markers FFER71MarkerA.placeLeveledActorAtMe FFER71EnclaveGun FFER71MarkerB.placeLeveledActorAtMe FFER71EnclaveGun endif ; **************************************** ; Start Encounters ; **************************************** if encounterNumber > 0 ; NOTE: Repeatable encounters increment FFERepeatBCount in the trigger script ; -- this allows repeatable quests to be reset even if there are some unused ones (because of conditions) ; get the current encounter markers from FFETrigger quest (set by the trigger zone) set marker1 to FFETrigger.marker1 set marker2 to FFETrigger.marker2 set marker3 to FFETrigger.marker3 set marker4 to FFETrigger.marker4 set marker5 to FFETrigger.marker5 set marker6 to FFETrigger.marker6 set marker7 to FFETrigger.marker7 ; fail if these markers don't exist if marker1 == 0 || marker2 == 0 || marker3 == 0 || marker4 == 0 || marker5 == 0 || marker6 == 0 || marker7 == 0 ; clear encounter number set encounterNumber to 0 endif ; ********************************************************************* ; encounter set B -- wide distance encounters ; ********************************************************************* if encounterNumber == 51 ; Unique Outcast patrol ; move NPCs, if they're still alive if FFER51NPC01Ref.GetDead == 0 FFER51NPC01Ref.moveto marker1 endif if FFER51NPC02Ref.GetDead == 0 FFER51NPC02Ref.moveto marker2 endif if FFER51NPC03Ref.GetDead == 0 FFER51NPC03Ref.moveto marker3 endif elseif encounterNumber == 52 ; Raiders vs. Outcast patrol ; move patrol markers FFER52Marker1.moveto marker7 ; middle FFER52Marker2.moveto marker1 ; FFER52Marker3.moveto marker4 ; ; Outcast patrol ; place 3 outcast set dieRoll to GetRandomPercent marker1.placeLeveledActorAtMe FFER52Outcast1 1 marker2.placeLeveledActorAtMe FFER52Outcast3 1 if dieRoll < 25 marker3.placeLeveledActorAtMe FFER52Outcast2 2 ; make him tougher else marker3.placeLeveledActorAtMe FFER52OutcastRobot1 1 endif ; raider patrol ; place 3-5 raiders set dieRoll to GetRandomPercent * 3/100 + 3 marker4.placeLeveledActorAtMe FFER52Raider1 0 marker5.placeLeveledActorAtMe FFER52Raider2 1 marker6.placeLeveledActorAtMe FFER52Raider3 2 if dieRoll > 3 marker6.placeLeveledActorAtMe FFER52Raider4 0 endif if dieRoll > 4 marker6.placeLeveledActorAtMe FFER52Raider1 2 endif elseif encounterNumber == 53 ; reset variables set enc53doneFlee to 0 set enc53createDeathclaws to 0 ; patrol moving towards scout's location FFER53PatrolMarker.moveto marker1 ; post-battle patrol route FFER52Marker2.moveto marker7 ; FFER52Marker3.moveto marker4 ; ; place flee marker in the middle FFER53FleeMarker.moveto marker7 ; scout and enemies set tempRef1 to marker1.placeLeveledActorAtMe FFER53Outcast1 2 ; place 1-2 deathclaws set dieRoll to GetRandomPercent set dieRoll to dieRoll - ( ( player.getav luck ) * 5) ; NOTE: deathclaws are created on a timer (see special handling section above) run on FFER53Outcast1SCRIPT ; patrol is on opposite side set tempRef5 to marker4.placeLeveledActorAtMe FFER53Outcast2 1 marker5.placeLeveledActorAtMe FFER53Outcast3 1 if dieRoll >= 75 marker6.placeLeveledActorAtMe FFER53Outcast2 1 endif elseif encounterNumber == 54 ; Tinker Joe -- unique NPC ; move patrol markers FFER54PatrolMarker.moveto marker1 ; start FFER54PatrolMarker2.moveto marker7 ; middle FFER54PatrolMarker3.moveto marker4 ; end ; move actors, if they're still alive if FFER54NPC1REF.GetDead == 0 FFER54NPC1REF.moveto marker1 endif if FFER54Robot1Ref.GetDead == 0 FFER54Robot1Ref.moveto marker2 endif if FFER54Robot2Ref.GetDead == 0 FFER54Robot2Ref.moveto marker3 endif if RL3REF.GetDead == 0 && RL3REF.HasBeenHired == 0 RL3REF.moveto marker3 endif elseif encounterNumber == 55 ; Slavers ; move patrol markers FFER55Marker1.moveto marker4 ; far side FFER55Marker2.moveto marker1 ; FFER55Marker3.moveto marker2 ; ; Slaver party ; place 1-3 slavers set dieRoll to GetRandomPercent * 3/100 + 1 marker2.placeLeveledActorAtMe FFER55Slaver 3 if dieRoll > 1 marker2.placeLeveledActorAtMe FFER55Slaver 1 endif if dieRoll > 2 marker3.placeLeveledActorAtMe FFER55Slaver 0 endif ; place 1-4 slaves set dieRoll to GetRandomPercent * 4/100 + 1 ; slaves set tempRef1 to marker2.placeLeveledActorAtMe FFER55Slave if dieRoll > 1 set tempRef1 to marker3.placeLeveledActorAtMe FFER55Slave endif if dieRoll > 2 set tempRef1 to marker3.placeLeveledActorAtMe FFER55Slave endif if dieRoll > 3 set tempRef1 to marker2.placeLeveledActorAtMe FFER55Slave endif elseif encounterNumber == 56 ; Slaves fleeing from slavers ; move patrol markers FFER56Marker1.moveto marker7 ; middle FFER56Marker2.moveto marker1 ; FFER56Marker3.moveto marker4 ; ; Slaver party ; place 1-3 slavers set dieRoll to GetRandomPercent * 3/100 + 1 set tempRef1 to marker1.placeLeveledActorAtMe FFER56Slaver 2 if dieRoll > 1 marker2.placeLeveledActorAtMe FFER56Slaver2 1 endif if dieRoll > 2 marker3.placeLeveledActorAtMe FFER56Slaver3 0 endif ; place 2-4 slaves set dieRoll to GetRandomPercent * 4/100 + 1 ; slaves set tempRef2 to marker3.placeLeveledActorAtMe FFER56Slave marker3.placeLeveledActorAtMe FFER56Slave if dieRoll > 2 marker3.placeLeveledActorAtMe FFER56Slave endif if dieRoll > 3 marker3.placeLeveledActorAtMe FFER56Slave endif ; make sure they fight tempRef1.startCombat tempRef2 elseif encounterNumber == 57 ; Slaves escaped from slavers ; clear variables set enc57seenSlaves to 0 set FFER57slaveCount to 0 set FFER57slaveDead to 0 set enc57turnedInSlaves to 0 ; move patrol markers FFER57Marker1.moveto marker7 ; middle FFER57Marker2.moveto marker1 ; FFER57Marker3.moveto marker4 ; ; Slaver party ; place 2-3 slavers set dieRoll to GetRandomPercent * 3/100 + 1 marker1.placeLeveledActorAtMe FFER57Slaver 2 marker2.placeLeveledActorAtMe FFER57Slaver2 1 if dieRoll > 2 marker3.placeLeveledActorAtMe FFER57Slaver3 0 endif ; place 2-4 slaves set dieRoll to GetRandomPercent * 4/100 + 1 set FFER57slaveCount to dieRoll ; slaves marker4.placeLeveledActorAtMe FFER57Slave marker5.placeLeveledActorAtMe FFER57Slave if dieRoll > 2 marker6.placeLeveledActorAtMe FFER57Slave endif if dieRoll > 3 marker6.placeLeveledActorAtMe FFER57Slave endif elseif encounterNumber == 58 ; Technology scavenger looking for a car ; move marker FFER58Marker1.moveto marker1 ; ; place car there set tempRef1 to marker1.placeAtMe Car10 ; place scavenger marker4.placeLeveledActorAtMe FFER58NPC1 2 ; give me a pet set dieRoll to GetRandomPercent if dieRoll > FFEScavengerDogChance ; pet bear set tempRef3 to marker5.placeLeveledActorAtMe FFER58YaoGuai else ; pet dog set tempRef3 to marker5.placeLeveledActorAtMe FFER58Dog endif ; set ownership so pet reacts properly tempRef3.SetOwnership WastelandScavengerFaction elseif encounterNumber == 59 ; Raiders attacking a scavenger, with a robot buddy set enc59ScavengerDead to 0 set enc59RaidersDead to 10 ; move markers FFER59Marker1.moveto marker1 ; raiders side FFER59Marker2.moveto marker7 ; middle FFER59Marker3.moveto marker4 ; scavenger side ; place scavenger marker4.placeLeveledActorAtMe FFER59Scavenger 2 ; hard ; what kind of robot does he have? set dieRoll to GetRandomPercent * 4/100 ; levelMod 0-3 marker5.placeLeveledActorAtMe FFER59Robot dieRoll ; place raiders ; put some easy ones right next to the scavenger marker6.placeLeveledActorAtMe FFER59RaiderGun 0 marker6.placeLeveledActorAtMe FFER59RaiderMelee 0 ; place a group of raiders that are coming to help their friend set dieRoll to GetRandomPercent * 4/100 + 1 marker1.placeLeveledActorAtMe FFER59RaiderGun 1 marker2.placeLeveledActorAtMe FFER59RaiderMelee 0 if dieRoll > 2 marker3.placeLeveledActorAtMe FFER59RaiderMelee 0 endif if dieRoll > 3 marker3.placeLeveledActorAtMe FFER59RaiderSpecial 1 endif ; set raider count (so we know when all are dead) set enc59RaidersDead to dieRoll + 2 elseif encounterNumber == 60 ; Raiders attacking some wasteland settlers who are fleeing ; move markers FFER59Marker1.moveto marker7 ; middle FFER59Marker2.moveto marker1 ; everyone starts here FFER59Marker3.moveto marker4 ; settlers flee to here ; place 3-5 settlers set dieRoll to GetRandomPercent * 3/100 + 3 marker1.placeLeveledActorAtMe FFER60Settler 0 marker2.placeLeveledActorAtMe FFER60Settler 0 marker3.placeLeveledActorAtMe FFER60Settler 0 if dieRoll > 3 marker2.placeLeveledActorAtMe FFER60Settler 0 endif if dieRoll > 4 marker3.placeLeveledActorAtMe FFER60Settler 1 endif ; place 3-6 raiders set dieRoll to GetRandomPercent * 4/100 + 1 marker1.placeLeveledActorAtMe FFER60Raider 2 marker1.placeLeveledActorAtMe FFER60Raider 1 marker2.placeLeveledActorAtMe FFER60Raider 0 if dieRoll > 1 marker3.placeLeveledActorAtMe FFER60Raider 0 endif if dieRoll > 2 marker5.placeLeveledActorAtMe FFER60Raider 1 endif if dieRoll > 3 marker6.placeLeveledActorAtMe FFER60Raider 1 endif elseif encounterNumber == 61 ; patrolling pack of dogs ; move patrol markers FFER61Marker1.moveto marker1 ; start FFER61Marker2.moveto marker7 ; middle FFER61Marker3.moveto marker4 ; end ; dogs -- place 2-5 dogs set dieRoll to GetRandomPercent * 4/100 + 2 marker1.placeLeveledActorAtMe FFER61Dog marker2.placeLeveledActorAtMe FFER61Dog if dieRoll > 2 marker3.placeLeveledActorAtMe FFER61Dog endif if dieRoll > 3 marker2.placeLeveledActorAtMe FFER61Dog endif if dieRoll > 4 marker1.placeLeveledActorAtMe FFER61Dog endif elseif encounterNumber == 62 ; patrolling enclave eyebot ; move patrol markers FFER62Marker1.moveto marker1 ; start FFER62Marker2.moveto marker7 ; middle FFER62Marker3.moveto marker4 ; end FFER62MarkerA.moveto marker7 0 -75 0 FFER62MarkerB.moveto marker7 0 75 0 ; place enclave eyebot set dieRoll to getRandomPercent if dieRoll > 50 set tempRef1 to marker1.placeLeveledActorAtMe FFER62Eyebot else set tempRef1 to marker4.placeLeveledActorAtMe FFER62Eyebot endif elseif encounterNumber == 63 ; hunters looking for prey ; clear vars set enc63preyDead to 0 set enc63preyType to -1 ; move markers FFER63Marker1.moveto marker4 ; start FFER63Marker2.moveto marker7 ; middle FFER63Marker3.moveto marker1 ; end ; prey set tempRef1 to marker1.PlaceLeveledActorAtMe FFER63Prey 0 ; prey type? if tempRef1.GetInFaction antFaction == 1 set enc63preyType to 0 elseif tempRef1.GetInFaction dogFaction == 1 set enc63preyType to 1 elseif tempRef1.GetInFaction mirelurkFaction == 1 set enc63preyType to 2 elseif tempRef1.GetInFaction moleratFaction == 1 set enc63preyType to 3 elseif tempRef1.GetInFaction yaoGuaiFaction == 1 set enc63preyType to 4 endif ; hunters -- place 1-3 hunters set dieRoll to GetRandomPercent * 3/100 + 1 marker4.placeLeveledActorAtMe FFER63Hunter if dieRoll > 1 marker5.placeLeveledActorAtMe FFER63Hunter endif if dieRoll > 2 marker6.placeLeveledActorAtMe FFER63Hunter endif elseif encounterNumber == 64 ; Talon Company patrol ; move markers FFER64Marker1.moveto marker1 ; start FFER64Marker2.moveto marker7 ; middle FFER64Marker3.moveto marker4 ; end ; place 3-5 mercs set dieRoll to GetRandomPercent * 3/100 + 3 marker1.placeLeveledActorAtMe FFER64Talon1 2 ; hard marker2.placeLeveledActorAtMe FFER64Talon1 1 ; medium marker3.placeLeveledActorAtMe FFER64Talon1 0 ; easy if dieRoll > 3 marker3.placeLeveledActorAtMe FFER64Talon1 0 ; easy endif if dieRoll > 4 marker2.placeLeveledActorAtMe FFER64Talon1 0 ; easy endif elseif encounterNumber == 65 ; Enclave patrol ; move markers FFER65Marker1.moveto marker4 ; start FFER65Marker2.moveto marker7 ; middle FFER65Marker3.moveto marker1 ; end ; place 3 enclave guys marker4.placeLeveledActorAtMe FFER65EnclaveGun marker5.placeLeveledActorAtMe FFER65EnclaveGun set dieRoll to GetRandomPercent + 25 set dieRoll to dieRoll - ( ( player.getav luck ) * 5) if dieRoll > 66 ; deathclaw marker6.placeLeveledActorAtMe FFER65EnclaveDeathclaw elseif dieRoll > 33 ; special marker6.placeLeveledActorAtMe FFER65EnclaveSpecial else ; easy gun guy marker6.placeLeveledActorAtMe FFER65EnclaveGun 0 endif elseif encounterNumber == 66 ; Uncle Leo ; move markers FFER66Marker1.moveto marker1 ; start FFER66Marker2.moveto marker7 ; middle FFER66Marker3.moveto marker4 ; end ; move uncle leo FFER66UncleLeoREF.moveto marker1 ; increment variable set FFER66UncleLeoREF.visits to FFER66UncleLeoREF.visits + 1 elseif encounterNumber == 67 ; Enclave patrol vs. Outcast patrol ; move markers FFER67Marker1.moveto marker1 ; start FFER67Marker2.moveto marker7 ; middle FFER67Marker3.moveto marker4 ; end ; place 3 enclave guys marker4.placeLeveledActorAtMe FFER67EnclaveGun marker5.placeLeveledActorAtMe FFER67EnclaveGun set dieRoll to GetRandomPercent set dieRoll to dieRoll - ( ( player.getav luck ) * 5) if dieRoll > 66 ; deathclaw marker6.placeLeveledActorAtMe FFER67EnclaveDeathclaw elseif dieRoll > 33 ; special marker6.placeLeveledActorAtMe FFER67EnclaveSpecial else ; easy gun guy marker6.placeLeveledActorAtMe FFER67EnclaveGun 0 endif ; Outcast patrol ; place 2-3 outcast set dieRoll to GetRandomPercent marker1.placeLeveledActorAtMe FFER67Outcast1 1 marker2.placeLeveledActorAtMe FFER67Outcast3 1 if dieRoll < 25 marker3.placeLeveledActorAtMe FFER67Outcast2 2 ; make him tougher endif elseif encounterNumber == 68 ; Super Mutant attacks Wastelanders set enc68supermutantDead to 0 set enc68playerHelped to 0 ; move markers FFER68Marker1.moveto marker1 ; start FFER68Marker2.moveto marker7 ; middle FFER68Marker3.moveto marker4 ; end set dieRoll to GetRandomPercent set dieRoll to dieRoll - ( ( player.getav luck ) * 5) if dieRoll > 66 ; super mutant gun marker1.placeLeveledActorAtMe FFER68SupermutantMelee elseif dieRoll > 33 ; super mutant melee marker1.placeLeveledActorAtMe FFER68SupermutantGun else ; centaur marker1.placeLeveledActorAtMe FFER68Centaur endif ; Wastelanders ; place 2-3 wastelanders set dieRoll to GetRandomPercent marker1.placeLeveledActorAtMe FFER68Wastelander marker2.placeLeveledActorAtMe FFER68Wastelander2 if dieRoll < 25 marker3.placeLeveledActorAtMe FFER68Wastelander3 2 ; make him tougher endif elseif encounterNumber == 69 ; MS06 Post Quest: Escaped Slave Looking for Temple of the Union set enc69helped to 0 ; move markers FFER69Marker1.moveto marker1 ; start FFER69Marker2.moveto marker7 ; middle FFER69Marker3.moveto marker4 ; end ; place 2-4 NPCs set dieRoll to GetRandomPercent * 3/100 + 2 marker1.placeLeveledActorAtMe FFER69Slave marker2.placeLeveledActorAtMe FFER69Slave2 if dieRoll > 2 marker3.placeLeveledActorAtMe FFER69Slave3 endif if dieRoll > 3 marker3.placeLeveledActorAtMe FFER69Slave4 endif elseif encounterNumber == 70 ; MS02 Post Quest - AntAgonizer attacking wastelanders ; move markers FFER70Marker1.moveto marker1 ; start FFER70Marker2.moveto marker7 ; middle FFER70Marker3.moveto marker4 ; end ; Move AntAgonizer and make him patrol wasteland ; make sure AntAgonizer has correct AI settings: AntAgonizerRef.setAV aggression MS02.AntAgonizerAggresion AntAgonizerRef.setAV confidence MS02.AntAgonizerConfidence AntAgonizerRef.setAV assistance MS02.AntAgonizerAssistance AntAgonizerRef.moveto marker6 AntAgonizerRef.addscriptpackage FFER70Patrol ; Spawn Giant Ants with AntAgonizer marker4.placeLeveledActorAtMe FFER70Ant marker5.placeLeveledActorAtMe FFER70Ant marker6.placeLeveledActorAtMe FFER70Ant ; Wastelanders ; place 2-3 wastelanders set dieRoll to GetRandomPercent marker1.placeLeveledActorAtMe FFER70Wastelander marker2.placeLeveledActorAtMe FFER70Wastelander if dieRoll < 25 marker3.placeLeveledActorAtMe FFER70Wastelander 2 ; make him tougher endif ; place one afraid wastelander near ants marker4.placeLeveledActorAtMe FFER70WastelanderCoward elseif encounterNumber == 71 ; Enclave patrol dropped off by vertibird ; clear vars set enc71status to 0 ; move markers FFER71Marker1.moveto marker1 ; start FFER71Marker2.moveto marker7 ; middle FFER71Marker3.moveto marker4 ; end FFER71MarkerA.moveto marker7 0 -75 0 FFER71MarkerB.moveto marker7 0 75 0 ; place vertibird marker7.placeatme FFER71VertibirdEncounter elseif encounterNumber == 72 ; Enclave patrol vs. Talon Company ; move markers FFER72Marker1.moveto marker1 ; start FFER72Marker2.moveto marker7 ; middle FFER72Marker3.moveto marker4 ; end ; place Enclave marker1.placeLeveledActorAtMe FFER72EnclaveGun marker2.placeLeveledActorAtMe FFER72EnclaveGun marker3.placeLeveledActorAtMe FFER72EnclaveSpecial marker3.placeLeveledActorAtMe FFER72Talon ; place Talon marker4.placeLeveledActorAtMe FFER72Talon marker5.placeLeveledActorAtMe FFER72Talon marker6.placeLeveledActorAtMe FFER72Talon elseif encounterNumber == 73 ; scavenger on patrol, with Brahmin ; clear vars set enc73brahminDead to 0 ; move markers FFER73Marker1.moveto marker1 ; start FFER73Marker2.moveto marker7 ; middle FFER73Marker3.moveto marker4 ; end ; place scavenger and brahmin set tempRef1 to marker1.placeLeveledActorAtMe FFER73NPC1 2 ; reset loot chest inventory FFER73LootBoxREF.ResetInventory ; place pack brahmin set tempRef2 to marker2.placeLeveledActorAtMe FFER73Brahmin ; set ownership tempRef2.SetOwnership WastelandScavengerFaction ; set merchant chest tempRef1.SetMerchantContainer FFER73LootBoxREF ; give me a pet set dieRoll to GetRandomPercent if dieRoll > FFEScavengerDogChance ; pet bear set tempRef3 to marker3.placeLeveledActorAtMe FFER73YaoGuai else ; pet dog set tempRef3 to marker3.placeLeveledActorAtMe FFER73Dog endif ; set ownership so pet reacts properly tempRef3.SetOwnership WastelandScavengerFaction elseif encounterNumber == 74 ; fire ants ; move markers FFER74Marker1.moveto marker1 ; start FFER74Marker2.moveto marker7 ; middle FFER74Marker3.moveto marker4 ; end marker1.placeLeveledActorAtMe FFER74FireAntWorker marker2.placeLeveledActorAtMe FFER74FireAntWorker set dieRoll to GetRandomPercent if dieRoll >= 50 marker3.placeLeveledActorAtMe FFER74FireAntSoldier else marker3.placeLeveledActorAtMe FFER74FireAntWorker marker3.placeLeveledActorAtMe FFER74FireAntWorker endif elseif encounterNumber == 75 ; cannibals -- repeat ; reset variable set FFEUniqueB.enc52preyDead to 0 ; if all are dead, don't do anything if FFEU51Hunter1REF.getDead == 0 || FFEU51Hunter2REF.getDead == 0 || FFEU51Hunter3REF.getDead == 0 ; move markers FFEU51Marker1.moveto marker1 ; start FFEU51Marker2.moveto marker7 ; middle FFEU51Marker3.moveto marker4 ; end ; make cannibals enemy of Wastelander faction (in case they run into random ones) setEnemy FFEU51CannibalFaction WastelanderFaction 1 0 ; move NPCs if FFEU51Hunter1REF.getDead == 0 FFEU51Hunter1REF.moveto marker1 endif if FFEU51Hunter2REF.getDead == 0 FFEU51Hunter2REF.moveto marker2 endif if FFEU51Hunter3REF.getDead == 0 FFEU51Hunter3REF.moveto marker3 endif ; place "prey" set tempRef1 to marker3.placeLeveledActorAtMe FFEU52Prey endif elseif encounterNumber == 76 ; Talon Company patrol ; move markers FFER72Marker1.moveto marker1 ; start FFER72Marker2.moveto marker7 ; middle FFER72Marker3.moveto marker4 ; end ; place Talon marker1.placeLeveledActorAtMe FFER72Talon marker2.placeLeveledActorAtMe FFER72Talon if player.getLevel >= 8 marker3.placeLeveledActorAtMe FFER72Talon endif if player.getLevel >= 12 marker3.placeLeveledActorAtMe FFER72Talon endif if player.getLevel >= 16 marker2.placeLeveledActorAtMe FFER72Talon endif ; NOTE: 77 is a repeat of 71 elseif encounterNumber == 78 ; brahmin herd ; move markers FFER78Marker1.moveto marker1 ; start FFER78Marker2.moveto marker7 ; middle FFER78Marker3.moveto marker4 ; end ; 2-5 brahmin marker1.placeLeveledActorAtMe FFER78Brahmin marker2.placeLeveledActorAtMe FFER78Brahmin set dieRoll to GetRandomPercent * 4/100 + 2 if dieRoll > 2 marker3.placeLeveledActorAtMe FFER78Brahmin endif if dieRoll > 3 marker2.placeLeveledActorAtMe FFER78Brahmin endif if dieRoll > 4 marker4.placeLeveledActorAtMe FFER78Brahmin endif elseif encounterNumber == 79 ; hit squad ; move markers FFER79Marker1.moveto marker1 ; start FFER79Marker2.moveto marker7 ; middle FFER79Marker3.moveto marker4 ; end if player.Getav Karma <= KarmaEvil ; regulators marker1.placeLeveledActorAtMe FFER79RegulatorLeader 2 marker2.placeLeveledActorAtMe FFER79Regulator01 1 marker3.placeLeveledActorAtMe FFER79Regulator02 1 elseif player.GetAV Karma >= KarmaGood ; talon co marker1.placeLeveledActorAtMe FFER79TalonLeader 2 marker2.placeLeveledActorAtMe FFER79Talon01 1 marker3.placeLeveledActorAtMe FFER79Talon02 1 endif elseif encounterNumber == 80 ; Outcast patrol ; move patrol markers FFER80Marker1.moveto marker7 ; middle FFER80Marker2.moveto marker1 ; FFER80Marker3.moveto marker4 ; ; Outcast patrol ; place 2 outcast and a robot marker1.placeLeveledActorAtMe FFER80Outcast1 1 marker2.placeLeveledActorAtMe FFER80Outcast1 2 marker3.placeLeveledActorAtMe FFER80OutcastRobot1 1 ; etc. endif ; clear encounter number set encounterNumber to 0 endif end SLSDõ'SCVRmarker1SLSD×'SCVRmarker2SLSDØ'SCVRmarker3SLSDSCVRmarker4SLSDì'SCVRmarker5SLSDÕ"'SCVRmarker6SLSDŠ2'SCVRmarker7SLSD SCVR tempRef1SLSD ®'SCVR tempRef2SLSD Ë#'SCVR tempRef3SLSD Ì#'SCVR tempRef4SLSD ï;'SCVR tempRef5SLSD"\;'SCVR tempVar1SLSDÌ#'SCVR dismemberRefSLSDSCVR doTriggerSLSDFy'SCVR encounterSetSLSD_$'SCVRdieRollSLSD_$'SCVRencounterNumberSLSD6#'SCVRenc53doneFleeSLSD#6#'SCVRenc53createDeathclawsSLSDSCVRenc57seenSlavesSLSD7#'SCVRenc57slaveCountSLSDSCVRenc57slaveDeadSLSDiy'SCVRenc57turnedInSlavesSLSDÿÿÿÿÿSCVRenc59ScavengerDeadSLSD$ÿÿÿÿÿSCVRenc59RaidersDeadSLSDÿÿÿÿÿSCVRenc62vertibirdSLSDJ1'SCVRenc63preyDeadSLSDÿÿÿÿÿSCVRenc63preyTypeSLSDÿÿÿÿÿSCVRenc68supermutantDeadSLSD mù&SCVRenc68playerHelpedSLSDSCVR enc69helpedSLSDÿÿÿÿÿSCVR enc71statusSLSD!fX'SCVRenc73brahminDeadSCRVSCRV SCRV SCROG SCROßÂSCROàÂSCRO$ SCRO# SCRO{/SCROz/SCROy/SCRO~/SCRO…0SCRO†0SCRVSCRVSCRVSCRVSCRVSCRVSCRO€/SCRO/SCROŠoSCRO‹oSCROŒoSCROoSCROŽoSCROoSCRO…B SCROiõSCROhõSCROgõSCRO#úSCRO$úSCRO%úSCRV SCROûSCROûSCROûSCROÍSCRO½SCRO¿SCROÀSCROƒSCROƒSCROƒSCROH SCROF SCROSCROSCROSCROþíSCROÿíSCROîSCROîSCROîSCROîSCRO—÷SCRO–÷SCRO•÷SCRO”÷SCROlüSCROmüSCROnüSCRO:áSCRO;áSCRO<áSCROISCROISCRO ISCRO†õSCRO…õSCRO„õSCRO%rSCRO' SCRO& SCRO% SCRVSCROy— SCROx— SCROw— SCRO˜S SCRO™S SCROšS SCROœS SCROèí SCROçí SCROæí SCROþSCROÿSCROSCROýSCROüSCROûSCRO.  SCRO/  SCRO0  SCROÑ›SCROÒ›SCROÓ›SCROåÅSCROäÅSCROãÅSCRV SCRV SCROŠ0SCROÞÂSCROáÂSCROôŸSCRO«ÛSCROm/SCRO!úSCROq/SCROÍÅSCROl/SCROn/SCROo/SCROp/SCROu/SCROSCROv/SCROw/SCRO ÷SCROfõSCRO'úSCROèøSCROéøSCRO(úSCROÆSCROÇSCROûSCROêøSCROëøSCROûSCRO“(SCROÌSCRO >SCRO>SCRO>SCROÈSCROºSCROÂSCRO*SCRO)SCRO+SCROäwSCROçwSCROƒSCROJ SCROùSCROqSCROuSCROwSCROySCRO|SCROöSCROîSCROîSCRO îSCROîSCROpüSCROrüSCROqüSCROsüSCROuüSCROtüSCRO@áSCRO?áSCRO=áSCROAáSCROìøSCROíøSCROISCROîøSCROïøSCROðøSCRO•NSCROˆõSCRO‡õSCRO‰õSCROÊB SCROóŸSCROv— SCROu— SCROt— SCRO•S SCRO–S SCRO>SCRO>SCROãí SCROäí SCRO®ÛSCROóSCRO}SCRO{SCRO2  SCRO€SCRO¬›SCROÄ›SCROÈ›SCROSCROË›SCROÌ›SCROÏ›SCROÊÅSCROÌÅSCPTÞíÇ EDIDForceFieldImpactReactionScriptSCHR»SCDA»« X( 1 == n²r X( 1 == n²r X( 1 == n²r n²rSCTXÎScriptname ForceFieldImpactReactionScript ;PNO Remplacement des sons par des sons 3D Begin OnHit if IsAnimPlaying Right == 1 Playgroup Forward 0 Playsound3D OBJForceFieldImpact elseif IsAnimPlaying Left == 1 Playgroup Right 0 Playsound3D OBJForceFieldImpact elseif IsAnimPlaying Backward == 1 Playgroup Left 0 Playsound3D OBJForceFieldImpact else Playgroup Backward 0 Playsound3D OBJForceFieldImpact endif EndSCROÓ÷SCPT”²EDIDMS17QuestScriptSCHRSCDA  s 0 == rXCrs 1  s 0 == rXCr 1 ==s 1  s 0 ==  s 1 == X:r 10 >=¢rnn¢rnns 1 s 0 == X:r 10 >= rXCr 1 == X¥ rn 1 ==¢rnn£rnns 1  s 0 ==%! s 1 == s 1 == && s 1 == &&ñns 1 1 s 1 == rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñn r X. 0 == ñn r X. 0 == ñn r X. 0 == ñn r X. 0 == ñn r X. 0 == ñn rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñn rX. 0 ==ñns 2  s 0 ==%! s 1 == s 1 == && s 1 == &&s"!s 1SCTX?scn MS17QuestScript short DoOnce short DoOnce1 short SoldViolin ;If the player elected to sell the Violin to a merch, this variable will be set. short VaultArrival ;Multi-purpose variable starts up defences in Vault 92 and Stage Update short AgathaAnger ;1= Agatha is angry enough to shut down dialog with player unless they find violin first short AmmoBox ;1= Agatha gives the player the key to the ammunition box short AgathaBadEnd ;1= Player Sold the Stradivarius to someone else... for post-quest short Masterbrain01 ;1= Command is issued to the Masterbrain to unlock Mainframe Room from Terminal 1 short Masterbrain02 ;1= Command is issued to the Masterbrain to unlock Mainframe Room from Terminal 2 short Masterbrain03 ;1= Command is issued to the Masterbrain to unlock Mainframe Room from Terminal 3 short MFLock01 ;1= Command is issued to unlock the Mainframe Room from Terminal 1 short MFLock02 ;1= Command is issued to unlock the Mainframe Room from Terminal 2 short MFLock03 ;1= Command is issued to unlock the Mainframe Room from Terminal 3 short Shutdown ;1= Masterbrain is Shutdown short DoorUnlock ;1= Door Unlocked to Mainframe short RobotsOff ;1= Kills all Mechanized Security on Admin Level short VaultTec ;1= Found VaultTec (Arrived there) just for objective changes short QuestInProgress ;1= Quest was offered. This is for dialog limitations. short Recording ;1= Recording Door Unlocked short SoldtoAbe ;1= Sold Violin to Abraham Washington short GaveViolin ;1= Violin was given to Agatha (to unlock certain Fin topics) short MetAgatha ;1= Used to track if Player ever met Agatha (for Fin quest use) short FoundVT ;1= Used to track if Player has previosuly visited VT HQ short MS17Good short MS17Bad begin gamemode ;These 2 blocks handle the arrival of the Player at Vault 92 ;If the Player skipped VTHQ (like he already knows its locale), this will clear the other Optional objectives if ( VaultArrival == 0 ) if ( Player.GetInCell Vault92 ) Set VaultArrival to 1 endif endif if ( FoundVT == 0 ) if ( Player.GetInCell VaultTecHQ01 == 1 ) Set FoundVT to 1 endif endif if ( DoOnce1 == 0 ) if ( VaultArrival == 1 ) if ( GetStage MS17>= 10 ) SetObjectiveCompleted MS17 20 1 SetObjectiveCompleted MS17 30 1 Set DoOnce1 to 1 endif endif endif ;This block handles the arrival at VTHQ by the Player, and switches objectives if necessary if ( VaultTec == 0 ) if ( GetStage MS17 >= 10 ) if ( Player.GetInCell VaultTecHQ01 == 1 ) if ( GetObjectiveDisplayed MS17 20 == 1 ) SetObjectiveCompleted MS17 20 1 endif SetObjectiveDisplayed MS17 30 1 Set VaultTec to 1 endif endif endif ;This block handles the Shutdown of the Masterbrain if the Player issues the command from the three SysOp Terminals if ( Shutdown == 0 ) if ( Masterbrain01 == 1 ) && ( Masterbrain02 == 1 ) && ( Masterbrain03 == 1 ) MS17MasterbrainRef.SetUnconscious 1 Set Shutdown to 1 endif endif ;This block handles the player shutting down the uplink on the Masterbrain. This will in turn shutdown all of the mechanized security in the building ;Each ref will be shutdown individually, such as the robots and the turrets If ( RobotsOff == 1 ) If MS17Mech01Ref.getdead == 0 MS17Mech01Ref.SetUnconscious 1 EndIf If MS17Mech02Ref.getdead == 0 MS17Mech02Ref.SetUnconscious 1 EndIf If MS17Mech03Ref.getdead == 0 MS17Mech03Ref.SetUnconscious 1 EndIf If MS17Mech04Ref.getdead == 0 MS17Mech04Ref.SetUnconscious 1 EndIf If MS17Mech05Ref.getdead == 0 MS17Mech05Ref.SetUnconscious 1 EndIf If MS17Mech06Ref.getdead == 0 MS17Mech06Ref.SetUnconscious 1 EndIf If MS17Mech07Ref.getdead == 0 MS17Mech07Ref.SetUnconscious 1 EndIf If MS17Mech08Ref.getdead == 0 MS17Mech08Ref.SetUnconscious 1 EndIf If MS17Mech09Ref.getdead == 0 MS17Mech09Ref.SetUnconscious 1 EndIf If MS17Mech10Ref.getdead == 0 MS17Mech10Ref.SetUnconscious 1 EndIf If MS17Mech11Ref.getdead == 0 MS17Mech11Ref.SetUnconscious 1 EndIf If MS17Mech12Ref.getdead == 0 MS17Mech12Ref.SetUnconscious 1 EndIf If MS17Mech13Ref.getdead == 0 MS17Mech13Ref.SetUnconscious 1 EndIf If MS17Mech14Ref.getdead == 0 MS17Mech14Ref.SetUnconscious 1 EndIf If MS17Mech15Ref.getdead == 0 MS17Mech15Ref.SetUnconscious 1 EndIf If MS17Mech16Ref.getdead == 0 MS17Mech16Ref.SetUnconscious 1 EndIf set RobotsOff to 2 EndIf ;This block handles unlocking the Mainframe Access Door via the terminals. Once it is approved in all 3 places, the door unlocks ;This also enables a light outside the door, showing that the mainframe is unlocked. if ( DoorUnlock == 0 ) if ( MFLock01 == 1 ) && ( MFLock02 == 1 ) && ( MFLock03 == 1 ) MS17MainframeAccessDoor.Unlock MS17MainframeClosed.Disable MS17MainframeOpen.Enable set DoorUnlock to 1 endif endif endSLSDSCVRDoOnceSLSD¯ØSCVRDoOnce1SLSDÔ¯ØSCVR SoldViolinSLSDSCVR VaultArrivalSLSD7SCVR AgathaAngerSLSDSCVRAmmoBoxSLSDSCVR AgathaBadEndSLSD SCVRMasterbrain01SLSD 7SCVRMasterbrain02SLSD 7 SCVRMasterbrain03SLSDSCVR MFLock01SLSDSCVR MFLock02SLSDxv SCVR MFLock03SLSDSCVR ShutdownSLSDSCVR DoorUnlockSLSD·ØSCVR RobotsOffSLSD4·ØSCVR VaultTecSLSDSCVRQuestInProgressSLSDSCVR RecordingSLSDSCVR SoldtoAbeSLSD·ØSCVR GaveViolinSLSD4·ØSCVR MetAgathaSLSDØSCVRFoundVTSLSDSCVR MS17GoodSLSDÀ„[¹[È“]SCVRMS17BadSCRObîSCROa¦SCROùÐSCRO>ÐSCRO?ÐSCRO@ÐSCROBÐSCRODÐSCROEÐSCROFÐSCRO#è SCROè SCRO_â SCROdâ SCROÆ> SCROÇ> SCROÈ> SCRO.SCROïNSCROíNSCROSCRO¤ SCRO1SCRO¤NSCPTðôYEDIDPNOPreWarBookConverterSCHR4SCDA4 !rrnn¥SCTXescn PNOPreWarBookConverter Begin OnAdd Player Player.AddItem BookGeneric01 1 1 RemoveMe End SCROSCRO$] SCPT¯AgEDIDUF3PCleanupAshAndGooPilesSCHRSCDA"»SCTXMscn UF3PCleanupAshAndGooPiles Begin OnReset Disable MarkForDelete EndSCPT¢1{ EDIDRadioGNRScriptSCHR~;SCDA~p X; rnÈ 1 == rX# 1 ==  f( 0 == f( G 1 +s5 1SCTXÆ ScriptName RadioGNRScript ;variables and scripting for GNR Radio Broadcasts short DashwoodVar ;flag used to step through Dashwood radio plays short PSAVar ;flag used to step through PSA infos short PSANum ;flag set to determine which set of PSA infos will be used short DadStoryVar ;flag used to step through news story about dad short NewsStoryVar ;flag used to step through generic news stories short TitleHopeVar ;flag used to step through title infos short TitleScourgeVar ;flag used to step through title infos short TitleParadigmVar ;flag used to step through title infos short ExploitVar ;flag used to step through exploit infos short SongIntro ;var set to track which song has been given an intro, to make sure that song plays next short LastSongPlayed ;var set to track which song was played last, so we don't do the same one twice in a row short LastSongPlayed2 short LastSongPlayed3 short LastSongPlayed4 short LastSongPlayed5 short LastSongPlayed6 short LastSongPlayed7 short LastSongPlayed8 short LastNews short LastPSA short LastGreeting short LastGreeting2 short SongsPlayed ;var set to track # of songs played; used for ending radio conversations short ThreeDogDead ;flag set if Three Dog is killed; used for Margaret's greetings short BadDoesGood ;flag set if player with low karma ( < -250 ) finishes quest with "good" solution short GoodDoesBad ;flag set if player with high karma ( > 250 ) finishes quest with "bad" solution short DashwoodEp ;flag incremented with each version of the radio play to keep them in sequence Float CG04Done ;flag set to GameDaysPassed when the player leaves the vault; used for allowing CG04 story to play ;The following vars are for tracking quest completion for player exploit stories float MQ01Clear float MQ02Clear float MQ03Clear float MQ04Clear float MQ05Clear float MQ06Clear float MQ07Clear float MQ08Clear float MQ09Clear float MS01Clear float MS02Clear float MS03Clear float MS04Clear float MS05Clear float MS06Clear float MS08Clear float MS09Clear float MS10Clear float MS11Clear float MS12Clear float MS14Clear float MS15Clear float MS16Clear float MS17Clear float MS18Clear Short ExploitReady ;flag set when ANY quest is completed. used for logic in playing news stories ;FORMAT ;RadioHello has Three Dog's intros. One will be picked randomly, then we go to RadioGNRNewsLink ;From here, we go to either a generic news story (not about the player) or into one of several Player Title topics, depending on player's level ;Title info drops into the list of Player Exploits; the most recent one will be played. ;After that, we go to RadioGNRNewsPost, then to RadioGNRMusicIntroGeneric ;RadioGNRMusicIntroGeneric can either then link to a specific song intro (RadioGNRMusicIntroSpecific) or directly to music ;if a specific intro is used, the specific song will play next. Otherwise, we randomly pull from the list (not allowing the last song played) ;After the song, it'll either loop back and play another song, or play a specific song intro. ;After the second song, we go to the final music selection (only 3 tracks will ever play in a row) where the conversation ends. Begin GameMode ;handling for quest updates for MS08 story if ( GetStageDone MS08 200 == 1 ) if ( HarknessRef.GetDisabled == 1 ) if ( MS08Clear == 0 ) Set MS08Clear to ( GameDaysPassed + 1 ) set ExploitReady to 1 endif endif endif EndSLSD z[H\Àƒ[SCVR DashwoodVarSLSDHz[z[Hz[SCVRPSAVarSLSDHz[z[Hz[SCVRPSANumSLSDÈ2dˆ[SCVR DadStoryVarSLSD ˆ[y[ˆ[SCVR NewsStoryVarSLSD0‡[ƒ[ÜSCVR TitleHopeVarSLSDðd4 ”dSCVRTitleScourgeVarSLSD8y[ˆ[‰[SCVRTitleParadigmVarSLSD ˆ[ˆ[`‡[SCVR ExploitVarSLSD44àˆdSCVR SongIntroSLSDu[t[@Š[SCVRLastSongPlayedSLSDøt[u[øt[SCVRLastSongPlayed2SLSDh=[s[8y[SCVRLastSongPlayed3SLSDÈu[=[ Š[SCVRLastSongPlayed4SLSD8Ð__SCVSCVRLastSongPlayed5SLSD9X66àˆdSCVRLastSongPlayed6SLSD:Èm[l[Èm[SCVRLastSongPlayed7SLSD;p¨dg[PJ\SCVRLastSongPlayed8SLSDp¨dg[PJ\SCVR LastNewsSLSD¨7{d88SCVRLastPSASLSDXŒ[g[SCVR LastGreetingSLSD3{d@X-ZSCVRLastGreeting2SLSD È8\H7SCVR SongsPlayedSLSD ‹[OØMSCVR ThreeDogDeadSLSD ‹[OØMSCVR BadDoesGoodSLSD0L\‹[¨‘[SCVR GoodDoesBadSLSD0QM\`RSCVR DashwoodEpSLSD7HSM\ÈTSCVR CG04DoneSLSDHSM\ÈTSCVR MQ01ClearSLSD`‘[S`RSCVR MQ02ClearSLSD0QS`RSCVR MQ03ClearSLSD8u§d8uSCVR MQ04ClearSLSD(”[’[X][SCVR MQ05ClearSLSDÈT§dÈTSCVR MQ06ClearSLSD(<<{dSCVR MQ07ClearSLSD0–[¨d˜’[SCVR MQ08ClearSLSD H˜[¨d@m[SCVR MQ09ClearSLSD"˜’[Ÿ 4 SCVR MS01ClearSLSD#¨\:X-ZSCVR MS02ClearSLSD$8uLø§dSCVR MS03ClearSLSD%ØM•[ sSCVR MS04ClearSLSD&:?˜,ZSCVR MS05ClearSLSD' L–[PNSCVR MS06ClearSLSD(ØUNØMSCVR MS08ClearSLSD)ØUNØMSCVR MS09ClearSLSD*ÐG–[HSCVR MS10ClearSLSD+€t[u[˜s[SCVR MS11ClearSLSD,855ŒdSCVR MS12ClearSLSD.ù[¨d0‰[SCVR MS14ClearSLSD/ù[¨d0‰[SCVR MS15ClearSLSD0€s[‰[x‚[SCVR MS16ClearSLSD1Ps[Š[ˆŠ[SCVR MS17ClearSLSD6¸Š[=[Š[SCVR MS18ClearSLSD5àˆd‹dP‹dSCVR ExploitReadySCRO›NSCROTÛSCRO9SCPT*_cEDIDMQ08CapturedScriptSCHR'ÓSCDAÓ œr s 0 == X:r 30 >=a%nnnnnnn^f 3%rss 1  s 1 ==  f 0 >f f X  -s 1s 2  s 2 ==&ra%nnnnnnn$‘r ‹‹‹‹‹ ‹ ‹ ‹ ‹ ‹‹‹‹‹s  1f 1s 3 s 3 ==  f 0 >f f X  -žr! rs 1—r"f 5s 4 s 4 ==  f 0 >f f X  -s 5s 2!!ìnìn^^  s 2 == rs 2 ==3r#žr$ìns 4^ rs 2 ==3r% rs 1 rs 3  s 1 ==s  1s  1s  1s  1s 1s 1s 1s  2!? s 2 == X:r 20 <= && r&s 1 ==  s 1 ==žr's rX zˆÃÀs  2s  3 r&s 1 ==  s 1 ==žr's rX zˆÃÀs  2s  3 r&s 1 ==  s 1 ==žr's rX zˆÃÀs  2s  3 r&s 1 ==  s 1 ==žr's rX zˆÃÀs  2s  3 r&s 1 ==  s 1 ==žr's rX zˆÃÀs 2s  3 r&s 1 ==  s 1 ==žr's rX zˆÃÀs 2s  3 r&s 1 ==  s 1 ==žr's rX zˆÃÀs 2s  3SCTXscn MQ08CapturedScript short StartUp ;1= Player has tripped the trigger zone, starting grenade animation and some housekeeping short WhiteOut ;1= The white-out blinding effect has begun short EndStartUp ;1= The player has been moved to the capture marker, cue the other actor, etc. short FollowerCheck ;1= Begin to handle Followers (see bottom of script) short Locked ;1= The Door preventing the Fawkes exploit is locked short CharonCheck ;1= Check the Teammate for Hire... also acts as a DoOnce short JerichoCheck ;1= Check the Teammate for Hire... also acts as a DoOnce short PaladinCheck ;1= Check the Teammate for Hire... also acts as a DoOnce short ButchCheck ;1= Check the Teammate for Hire... also acts as a DoOnce short RL3Check ;1= Check the Teammate for Hire... also acts as a DoOnce short CloverCheck ;1= Check the Teammate for Hire... also acts as a DoOnce short DogmeatCheck ;1= Check the Teammate for Hire... also acts as a DoOnce short CharonFTG ;x= Store the Teammate's Fatigue short JerichoFTG ;x= Store the Teammate's Fatigue short PaladinFTG ;x= Store the Teammate's Fatigue short ButchFTG ;x= Store the Teammate's Fatigue short RL3FTG ;x= Store the Teammate's Fatigue short CloverFTG ;x= Store the Teammate's Fatigue short DogmeatFTG ;x= Store the Teammate's Fatigue float TimerA ;This is the first timer. The grenade animation itself. Timer should match animation length float TimerB ;This is the second timer. The duration of the White-Out ISEFX until moving the player float TimerC ;This is the final timer. The time from moving player until fade-in is finished ;This is the main handler script for the Player being captured at the end of MQ08 begin onTriggerEnter Player if ( StartUp == 0 ) if ( GetStage MQ08 >= 30 ) DisablePlayerControls 0 0 1 0 0 0 0 MQ08FawkesRef.StopCombat Player MQ08FawkesRef.Evp Set TimerA to 3 MQ08GrenadeSpawn.PlaceAtMe FXFlashGrenade01 MQ08CaptureDoor.Unlock Set StartUp to 1 endif endif end begin gamemode ;This block handles the timeframe from the beginning of the grenade animation to the White-Out Effect if ( StartUp == 1 ) if ( TimerA > 0 ) Set TimerA to ( TimerA - GetSecondsPassed ) else Set WhiteOut to 1 Set StartUp to 2 endif endif ;This block sets up the White-Out image space effect if ( StartUp == 2 ) PlaySound FXDisintegration DisablePlayerControls 1 1 1 1 0 1 1 PipboyRadioOff imod MQ08FadeInFromWhiteISFX MQ08SMRef01.Kill ;This is a series of kills issued on the Creature refs that were already parented to spawn triggers (can't disable them) MQ08SMRef02.Kill MQ08SMRef03.Kill MQ08SMRef04.Kill MQ08SMRef05.Kill MQ08SMRef06.Kill MQ08SMRef07.Kill MQ08SMRef08.Kill MQ08SMRef09.Kill MQ08SMRef10.Kill MQ08SMRef11.Kill MQ08SMRef12.Kill MQ08SMRef13.Kill SidRef.Kill set FollowerCheck to 1 Set TimerB to 1 Set StartUp to 3 endif ;This block is the delay from the beginning of the White-Out effect until we move to player to make sure it happens when they are "fully blinded" if ( StartUp == 3 ) if ( TimerB > 0 ) Set TimerB to ( TimerB - GetSecondsPassed ) else Player.Moveto MQ08PlayerCaptureMarker Set MQ08.Falldown to 1 player.addscriptpackage MQ08PlayerFallsDownPackage Set TimerC to 5 Set StartUp to 4 endif endif ;This block is the timer that sets off the rest. The player has been moved to the capture marker, now wait til fade-in then do woozy effect and cue the end if ( StartUp == 4 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else ;Woozy iMod needed Set StartUp to 5 ;After TimerC is complete, start the player falling down Set Locked to 2 ;After the player is captured, the Guards will enable outside the room MQ08Guard01.Enable MQ08Guard02.Enable MQ08Guard01.SetGhost 1 MQ08Guard02.SetGhost 1 MQ08Guard01.Evp MQ08Guard02.Evp endif endif ;Once the guards are in their final positions, one of them will confirm a dialog line, and Col Autumn will spawn in level if ( Locked == 2 ) if ( MQ08.GuardsinPos == 2 ) MQ08Guard01.Say MQ08GuardSay01 ColonelAutumnRef.Moveto MQ08AutumnStart ColonelAutumnRef.SetGhost 1 ;Once Autumn appears, he will walk up to the player ;Autumn has a bit of dialog with a guard Set Locked to 4 ColonelAutumnRef.Evp endif endif if ( MQ08.ConvoGo == 2 ) ColonelAutumnRef.Say MQ08AutumnSay01 Set ColonelAutumnRef.Talking to 1 Set MQ08.ConvoGo to 3 endif ;This is the Followers Subsystem Handling. ;We check which Teammates the Player has, knock 'em out, fire 'em and send 'em home if ( FollowerCheck == 1 ) set CharonCheck to 1 set JerichoCheck to 1 set PaladinCheck to 1 set ButchCheck to 1 set RL3Check to 1 set CloverCheck to 1 set DogmeatCheck to 1 set FollowerCheck to 2 endif ;PNO Le test FollowerCheck ne se fait plus qu'une unique fois if ( FollowerCheck == 2 && GetStage MQ08 <= 20) if ( Followers.CharonHired == 1 ) if ( CharonCheck == 1 ) CharonRef.Moveto MQ08FollowerSpot Set CharonFTG to CharonRef.GetAV Fatigue CharonRef.DamageAV Fatigue -10000 set CharonCheck to 2 set FollowerCheck to 3 endif endif if ( Followers.JerichoHired == 1 ) if ( JerichoCheck == 1 ) JerichoRef.Moveto MQ08FollowerSpot Set JerichoFTG to JerichoRef.GetAV Fatigue JerichoRef.DamageAV Fatigue -10000 set JerichoCheck to 2 set FollowerCheck to 3 endif endif if ( Followers.StarPaladinCrossHired == 1 ) if ( PaladinCheck == 1 ) StarPaladinCrossRef.Moveto MQ08FollowerSpot Set PaladinFTG to StarPaladinCrossRef.GetAV Fatigue StarPaladinCrossRef.DamageAV Fatigue -10000 set PaladinCheck to 2 set FollowerCheck to 3 endif endif if ( Followers.ButchHired == 1 ) if ( ButchCheck == 1 ) ButchRef.Moveto MQ08FollowerSpot Set ButchFTG to ButchRef.GetAV Fatigue ButchRef.DamageAV Fatigue -10000 set ButchCheck to 2 set FollowerCheck to 3 endif endif if ( Followers.RL3Hired == 1 ) if ( RL3Check == 1 ) RL3Ref.Moveto MQ08FollowerSpot Set RL3FTG to RL3Ref.GetAV Fatigue RL3Ref.DamageAV Fatigue -10000 set RL3Check to 2 set FollowerCheck to 3 endif endif if ( Followers.CloverHired == 1 ) if ( CloverCheck == 1 ) CloverRef.Moveto MQ08FollowerSpot Set CloverFTG to CloverRef.GetAV Fatigue CloverRef.DamageAV Fatigue -10000 set CloverCheck to 2 set FollowerCheck to 3 endif endif if ( Followers.DogmeatHired == 1 ) if ( DogmeatCheck == 1 ) DogmeatRef.Moveto MQ08FollowerSpot Set DogmeatFTG to DogmeatRef.GetAV Fatigue DogmeatRef.DamageAV Fatigue -10000 set DogmeatCheck to 2 set FollowerCheck to 3 endif endif endif endSLSDFolloweSCVRStartUpSLSD ButSCVR WhiteOutSLSDigue SCVR EndStartUpSLSD ð{]ÿ\@w]SCVRFollowerCheckSLSDÀ~]{]x~]SCVRLockedSLSD x7]9]8]SCVR CharonCheckSLSD 8]8]ø8]SCVR JerichoCheckSLSD hW]ƒ]hW]SCVR PaladinCheckSLSD X9]5](6]SCVR ButchCheckSLSD؃]ù\؃]SCVR RL3CheckSLSDhW]]hW]SCVR CloverCheckSLSDHÐ[Ð[¸T]SCVR DogmeatCheckSLSD8]]SCVR CharonFTGSLSD8/]]‡]SCVR JerichoFTGSLSD8v]v]8v]SCVR PaladinFTGSLSDHÿ\ÿ\8/]SCVR ButchFTGSLSDz]ÿ\SCVRRL3FTGSLSDˆ3]5]È2]SCVR CloverFTGSLSD°y]ÿ\à÷\SCVR DogmeatFTGSLSD€y]z]°z]SCVRTimerASLSDàz]„]z]SCVRTimerBSLSDè3]4]4]SCVRTimerCSCROÏÙSCRO vSCRO{pSCROoàSCROÑSCROÑSCROÑSCROÑSCROÑSCROÑSCRO‡SCROò¸ SCROê†SCROë†SCRO SCRO‚àSCROhm SCROSCROccSCROdcSCRO,µSCROá¸SCRO];SCRO5'SCROè¤SCRO…B SCROØ„SCROu§SCROŽNSCROn¬SCRO“¤ SCRO“¶ SCRO‘¶ SCROÉx SCROWcSCROISCROVcSCROÑqSCRO+æSCPTÂ]Í EDID CherryScriptSCHRSCDA r4rrß s 0 == rs 2 == Xr 6000 >R rnc rn¼r nzà? r ns 1 rs 1 == Xr 2000 <4rr ¢r n n rs 2n2 s 0 ==  f 0 > G f 5 + >s 1 f G rs 04rr¢r n n  s 0 == X! 1 ==s 1¼rnzÐ?úSCTXðScriptName CherryScript Short SwitchClothes Short StopFollow Float DayStart Float DebugGDP short GotWeapon Begin SayToDone DukovGirlSteal DukovRef.SayTo CherryRef DukovReplySteal End Begin GameMode If SwitchClothes == 0 If DialogueDukovsPlace.CherryGone == 2 If GetDistance Player > 6000 RemoveItem OutfitPrewarNegligee 99 AddItem OutfitWasteland03 1 AddItemHealthPercent WeapKnife 1 .5 Additem CapsChange100 1 Set SwitchClothes to 1 EndIf EndIf EndIf If DialogueDukovsPlace.CherryGone == 1 If GetDistance HarknessGreetPC < 2000 SayTo Player CherryThanks SetObjectiveCompleted PNOSuivitMiniQuetes 12 1 Set DialogueDukovsPlace.CherryGone to 2 RewardKarma 50 ElseIf StopFollow == 0 If DayStart > 0 If GameDaysPassed > DayStart + 5 Set StopFollow to 1 Set DebugGDP to GameDaysPassed Set DialogueDukovsPlace.CherryGone to 0 SayTo Player CherryQuit SetObjectiveCompleted PNOSuivitMiniQuetes 12 0 EndIf EndIf EndIf EndIf If GotWeapon == 0 If IsInCombat == 1 ; She pulls a switchblade from a hidden place set GotWeapon to 1 AddItemHealthPercent WeapSwitchBlade 1 0.25 ResetAI EndIf endif EndSLSDSCVRSwitchClothesSLSDô‰SCVR StopFollowSLSD% (0177.00 SCVR DayStartSLSD€?SCVR DebugGDPSLSD€?SCVR GotWeaponSCRO®SCROˆÆSCRO"®SCRO‡ÆSCRO[¿SCROSCROæ@SCROÛËSCRO4CSCRO£SCROÀñSCROüÞ SCROSCRO9SCRO+ÍSCROÉGRUP ENCH=ENCHý¯EDIDEnchEnvironmentSuitFULLTenue environnementaleENITEFIDyQEFITCTDA€?HEFIDyQEFITdCTDA €?HEFIDoEFIT%ENCH¿,ÓEDIDEnchRadiationAdvSuitFULLTenue anti-radiations avancéeENITÍÍÍEFIDyQEFIT(EFIDyQEFITdCTDA €?HENCH™y!EDIDEnchSuitAntAgonizerFULLCostume de la FourmenteuseENITºEFIDaQEFIT EFIDÜ-EFITENCHíür EDIDEnchTakomaCapFULL/Casquette de la ligue junior du Parc de TakomaENITEFIDpEFIT&EFIDmEFIT#EFIDÀbEFITCTDA€?¶BENCHtU| EDIDEnchWanderersArmorFULLArmure de cuir de vagabondENITÍÍÍEFIDrEFIT )ENCHp‹EDIDEnchClothingChinComSuitFULLChapeau du peupleENITÍÍÍEFIDrEFIT)ENCH‚ŒEDIDEnchClothingChinOffUniformFULL!Uniforme d'officier chinois 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TerminalMODLTerminals\TerminalDesk01.NIFMODT`±°tn9Ó810ts9Ó8sltCZîßtïdën_tôdësltCZóßtïdës_tôdësltCZ±°t!ÕÞ~10t&ÕÞ~sltCZDESCkAssistance Secours Catastrophe Nationale Unité d'intervention MD-478 Nancy Kroydon, Officier en chargeDNAM ITXTEntrée de journal #008RNAMChargement de l'entrée...ANAMINAMí´ SCHRITXTEntrée de journal #007RNAMChargement de l'entrée...ANAMINAMì´ SCHRITXTEntrée de journal #006RNAMChargement de l'entrée...ANAMINAMë´ SCHRITXTEntrée de journal #005RNAMChargement de l'entrée...ANAMINAMê´ SCHRITXTEntrée de journal #004RNAMChargement de l'entrée...ANAMINAMé´ SCHRITXTEntrée de journal #003RNAMChargement de l'entrée...ANAMINAMè´ SCHRITXTEntrée de journal #002RNAMChargement de l'entrée...ANAMINAMç´ SCHRITXTEntrée de journal #001RNAMChargement de l'entrée...ANAMINAMå´ SCHRITXT$Déconnecter utilisateur : N KroydonRNAM)Déconnexion de l'utilisateur : N KroydonANAMSCHRSCDA#SCTXforceTerminalBackTERMmXØEDIDLOBESJohnsonEmployeeTerminalOBND ‹ÿäÿ‹ÿuuFULL*LOB Enterprises - Terminal de Sam JohnsonMODLTerminals\TerminalDesk01.nifMODTx±°tÎq010tÓq0det‡éûîßtïdën_tôdësltCZóßtïdës_tôdësltCZ±°tÛUÿ10tàUÿdet‡éûîßf]™·n_fb™·stt³áÉmDESC&Terminal d'employé de LOB Enterprises Bienvenue, M. Johnson Évitez de vous livrer à des commentaires ou gestes déplacés envers les employées. Conformément au règlement de la société, ce rappel demeurera à l'écran aussi longtemps que les Ressources humaines le jugeront nécessaire. 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UpperBodyDÁMODDMOD2Armor\1950StyleChild\GOm.NIFMO2TH÷åp”dÆwep™dÆdlt£ABÙîßpf72n_pk72dlt£ABÙóßpf72s_pk72dlt£ABÙMO2SGODÁICON4Interface\Icons\PipboyImages\Apparel\vault_suit.ddsMOD3!Armor\1950StyleChild\outfitf.NIFMO3T÷åpe„áwepe„ádlt£ABÙîßpài.Çn_påi.Çdlt£ABÙóßpài.Çs_påi.Çdlt£ABÙåìugÃÉîelulÃÉîeltÕ Ï~îßu`-÷n_ue-÷eltÕ Ï~óßu`-÷s_ue-÷eltÕ Ï~MO3S UpperBodyCÁMOSDMOD4Armor\1950StyleChild\GOf.NIFMO4TH÷åpe„áwepe„ádlt£ABÙîßpài.Çn_påi.Çdlt£ABÙóßpài.Çs_påi.Çdlt£ABÙMO4SGO01CÁETYPYNAMM•ZNAMN•DATA d@DNAMÈARMOttrEDIDOutfitElderLyonsOBND íÿñÿ FULLRobe de l'Aîné LyonsBMDTÍÍÍMODLArmor\ElderLyons\outfitm.NIFMODTHíôo1þ mto 1þ snt利îß oÍ5n_ oÍ5snt利óß oÍ5s_ oÍ5snt利MOD2Armor\ElderLyons\go.nifMO2THí± o¶F`Úm1 o»F`ÚtitçÇuúîß o²ê¯ n_ o·ê¯ titçÇuúóß o²ê¯ s_ o·ê¯ titçÇuúICONBinterface\icons\pipboyimages\apparel\apparel_elder_lyons_robe.ddsMOD3Armor\ElderLyons\outfitf.nifMO3Tæ± o¶F`Úf1 o»F`ÚtitçÇuúîß o«ê¯ n_ o°ê¯ titçÇuúóß o«ê¯ s_ o°ê¯ titçÇuú±° múL F10 mÿL Fer t8z8qîßm{±]n_m€±]er t8z8qóßm{±]s_m€±]er t8z8qBIPLwrETYPYNAMM•ZNAMN•DATA d@DNAM,GRUP2 BOOK=BOOK(?@ EDIDBookSkillUnarmedOBND úÿùÿFULLLa boxe illustréeMODL Clutter\Junk\BookPugilism01.NIFMODTHíó b´8sùms b¹8sùkntÞCf…îßbîͯn_bóͯkntÞCf…óßbîͯs_bóͯkntÞCf…ICONBInterface\Icons\PipboyImages\Items\items_skill books_pugilism.ddsDESCPugilism IllustratedDATA 2@BOOK'>@EDIDBookSkillSmallGunsOBND ùÿöÿ FULLArmes et munitionsMODLClutter\Junk\BookGuns01.NIFMODTHóîb¾òäbsnbÃòäbkntÞCf…îß bÃ!Ì]n_ bÈ!Ì]kntÞCf…óß bÃ!Ì]s_ bÈ!Ì]kntÞCf…ICONFInterface\Icons\PipboyImages\Items\items_skill books_guns_bullets.ddsDESCGuns and BulletsDATA 2@BOOKʳ™EDIDBookGeneric02OBND úÿ÷ÿÿÿ MODL Clutter\Books\BookGeneric02.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKÊ´™EDIDBookGeneric03OBND úÿ÷ÿÿÿ MODL Clutter\Books\BookGeneric03.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKʵ™EDIDBookGeneric04OBND úÿ÷ÿÿÿ MODL Clutter\Books\BookGeneric04.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKʹ™EDIDBookGeneric05OBND øÿôÿÿÿ MODL Clutter\Books\BookGeneric05.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKʺ™EDIDBookGeneric06OBND øÿôÿÿÿ MODL Clutter\Books\BookGeneric06.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKÊ»™EDIDBookGeneric07OBND øÿôÿÿÿ MODL Clutter\Books\BookGeneric07.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKÊ™EDIDBookGeneric08OBND øÿôÿÿÿ MODL Clutter\Books\BookGeneric08.NIFMODTH±° b‘Ñ10 b–Ñret|ô‹îßb’ùin_b—ùiret|ô‹óßb’ùis_b—ùiret|ô‹SCRIôYDESCThis is a book.DATA ÿ@BOOKlE@EDIDBookSkillSneakOBND øÿøÿÿÿFULL?Armée chinoise : manuel d'instruction des Opérations SpécialesMODL!Clutter\Junk\BookChineseArmy.NIFMODTHùíb8Yþymb=YþkntÞCf…îßbë;×n_b ë;×kntÞCf…óßbë;×s_b ë;×kntÞCf…ICONFInterface\Icons\PipboyImages\Items\items_skill books_chinise_army.ddsDESC)Chinese Army: Spec. Ops. Training ManualDATA 2@BOOK`H@EDIDBookSkillBigGunsOBND ùÿøÿ FULL3Armée U.S. : 30 recettes faciles au lance-flammesMODL$Clutter\Junk\BookFlamethrower01.NIFMODTHòåbãq%rebèq%kntÞCf…îßb0\WVn_b5\WVkntÞCf…óßb0\WVs_b5\WVkntÞCf…ICONAInterface\Icons\PipboyImages\Items\items_skill books_us_army.ddsDESC)U.S. Army: 30 Handy Flamethrower RecipesDATA 2@BOOKYB@EDIDBookSkillBarterOBND úÿøÿÿÿ FULL:Les aventures d'un vendeur de viande séchée de DêpotvilleMODLClutter\Junk\BookJunktown.NIFMODTHëîb{óçbknb€óçbkntÞCf…îß bø“`én_ bý“`ékntÞCf…óß bø“`és_ bý“`ékntÞCf…ICONBInterface\Icons\PipboyImages\Items\items_skill books_junktown.ddsDESC!Tales of a Junktown Jerky VendorDATA 2@GRUPÌCONT=CONTD'!EDIDLOBEZhuRongBriefcaseOBND áÿßÿüÿ  FULL$Valise sécurisée de LOB EntreprisesMODL4Clutter\BriefcaseDetonator\BriefcaseDetonator01.NIFMODT`±°b¥Ý½10bªÝ½ro#tŽ|\-îßb¦ùQÂn_b«ùQÂro#tŽ|\-óßb¦ùQÂs_b«ùQÂro#tŽ|\-çßb¦ùQÂg_b«ùQÂro#tŽ|\-CNTO>–CNTO, COED fff?DATASNAM.QNAMéCONT×êA  EDID VendorContainerMargaretPrimroseOBND âÿìÿ ŠFULLRéfrigérateurMODL"Clutter\Fridge\FridgeClosed01.NIFMODTH±°f°¾10fµ¾egtšÝ™âîß f1­wn_ f6­wegtšÝ™âóß f1­ws_ f6­wegtšÝ™âSCRIãÔDATACONT¿¯ EDIDHollowRockContainerOBND Bÿxÿ¢ÿ½„VFULLCaillou creuséMODL!Landscape\Rocks\RockCanyon03.NIFMODTH±°rÀâú10rÅâúept–}¢îßrAN‰n_rFN‰ept–}¢óßrAN‰s_rFN‰ept–}¢CNTOÀ¯ CNTOÙCNTOJ–CNTO”>CNTOiQDATASNAMLQNAMMCONTyÎîEDIDGoreBagContainer02OBND Öÿ×ÿÿÿ%-MFULLSac à cadavresMODL(Clutter\QuestItems\Vault87GutsBag02.NIFMODTر°g\¼ 10ga¼ er t8z8qîßgÝâ›n_gââ›er t8z8qóßgÝâ›s_gââ›er t8z8q±°h×ñQâ10hÜñQâret|ô‹îßhØ»„n_hÝ»„ret|ô‹óßhØ»„s_hÝ»„ret|ô‹ôålaºßLtelfºßLset%æ±îßl°E9n_lµE9set%æ±óßl°E9s_lµE9set%æ±CNTOÛòDATASNAMi/ QNAMj/ CONTüOEDIDMegatonColinsCabinetOBND ÝÿÎÿžÿ /FFULLArmoireMODL$Clutter\GunCabinet\GunCabinet01.NIFMODTxôå g5Sµ te g:Sµ tet*¶îß g„´üŸn_ g‰´üŸtet*¶óß g„´üŸs_ g‰´üŸtet*¶åß s«:e_ s°:stt³áÉmíå g%O¼me g*O¼tet*¶CNTO xDATACONTyÍîEDIDGoreBagContainer01OBND Öÿ×ÿîþ%-7FULLSac à cadavresMODL(Clutter\QuestItems\Vault87GutsBag01.NIFMODTر°g\¼ 10ga¼ er t8z8qîßgÝâ›n_gââ›er t8z8qóßgÝâ›s_gââ›er t8z8q±°h×ñQâ10hÜñQâret|ô‹îßhØ»„n_hÝ»„ret|ô‹óßhØ»„s_hÝ»„ret|ô‹ôålaºßLtelfºßLset%æ±îßl°E9n_lµE9set%æ±óßl°E9s_lµE9set%æ±CNTOÛòDATASNAMi/ QNAMj/ GRUPQDOOR=DOOR!€èEDID MQ02WashingtonMonumentOuterDoorOBND ðÿÿo°FULLPorteMODL,Dungeons\Office\Doors\OffDoorBigMetal01.NIFMODT€²° oM8á]20 oR8á]ect Ï™…îß oO€"Ûn_ oT€"Ûect Ï™…óß oO€"Ûs_ oT€"Ûect Ï™…±° ojHFx10 ooHFxect Ï™…îß oëQGn_ oðQGect Ï™…óß oëQGs_ oðQGect Ï™…²°od©M*20oi©M*ect Ï™…îßoæÕ¹án_oëÕ¹áect Ï™…óßoæÕ¹ás_oëÕ¹áect Ï™…åß s«:e_ s°:stt³áÉm±° o6S[10 o;S[ect Ï™…îßo·ðfn_o¼ðfect Ï™…óßo·ðfs_o¼ðfect Ï™…±° oÝ õ10 oÝ õect Ï™…îß oƒ^·n_ oˆ^·ect Ï™…óß oƒ^·s_ oˆ^·ect Ï™…SCRIèSNAMôèANAMóèFNAMGRUP MISC=MISCíp@ EDIDBowlDogOBND òÿóÿÿÿ FULLGamelle de chienMODLClutter\Food\FoodPlate01.NIFMODTHóô iR» Æst iW» ÆdotÜBb…îß iÑá÷qn_ iÖá÷qdotÜBb…óß iÑá÷qs_ iÖá÷qdotÜBb…ICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATA€?MISC¼¯ EDID FactoryIDOBND ùÿùÿÿÿFULL!Identifiant d'employé de l'usineMODL%Clutter\Holodisk\Holodisk01Havok.NIFMODTHëóh¼½EÙkshÁ½EÙkstâ‹G7îß hôN€™n_ hùN€™kstâ‹G7óß hôN€™s_ hùN€™kstâ‹G7ICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATAMISCAÅíEDIDFFDCBrotherhoodDogtagOBND ùÿúÿFULL&Holoplaque de la Confrérie de l'acierMODL$Clutter\QuestItems\Holodogtag01.NIFMODT`±° h¨;a10 h­;asmtËxîßh)† yn_h.† ysmtËxóßh)† ys_h.† ysmtËxçßh)† yg_h.† ysmtËxICON9Interface\Icons\PipboyImages\Items\items_holo_dogtag.ddsSCRIêDATAMISCãˆ@ EDIDIronOBND ûÿûÿôÿ FULLFer à repasserMODLClutter\Junk\Iron01.NIFMODTH±°lÔT¬ß10lÙT¬ßkntÞCf…îßlUÉ™3n_lZÉ™3kntÞCf…óßlUÉ™3s_lZÉ™3kntÞCf…ICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATA @MISCël@ EDID CoffeeMug01OBND ýÿúÿøÿFULLTasseMODL"Clutter\Cafeteria\CoffeeMug01.NIFMODTH±° cõåÊ10 cúåÊait±H`îß cöe(n_ cûe(ait±H`óß cöe(s_ cûe(ait±H`ICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATA€?MISC0Ê EDIDMS03LibraryArchivesHolotapeOBND ùÿùÿÿÿFULL#Holodisque de support des archivesMODL Clutter\Holodisk\Holodisk01.NIFMODTHëóh¼½EÙkshÁ½EÙkstâ‹G7îß hôN€™n_ hùN€™kstâ‹G7óß hôN€™s_ hùN€™kstâ‹G7ICON4Interface\Icons\PipboyImages\Items\item_holotap.ddsDATAMISC`/Ê EDIDMS03LibraryCatalogueHolotapeOBND ùÿùÿÿÿFULLHolodisque du catalogueMODL%Clutter\Holodisk\Holodisk01Havok.NIFMODTHëóh¼½EÙkshÁ½EÙkstâ‹G7îß hôN€™n_ hùN€™kstâ‹G7óß hôN€™s_ hùN€™kstâ‹G7ICON4Interface\Icons\PipboyImages\Items\item_holotap.ddsMICOFInterface\Icons\PipboyImages_small\Items_small\glow_items_holotap.ddsDATAMISC ´Ó EDIDMS03TelemetryUnitOBND FULLProcesseur RobCo WidgetMODLClutter\Junk\SensorModule.NIFMODTHåî bË;Ù4en bÐ;Ù4potÌæ¼îßbB´’nn_bG´’npotÌæ¼çßbB´’ng_bG´’npotÌæ¼ICON>Interface\Icons\PipboyImages\Items\items_processor_widget.ddsDATA€?MISCæ­ EDIDMS05NukaColaDiskOBND ùÿùÿÿÿFULLFormule du Nuka Cola ClearMODL%Clutter\Holodisk\Holodisk01Havok.NIFMODTHëóh¼½EÙkshÁ½EÙkstâ‹G7îß hôN€™n_ hùN€™kstâ‹G7óß hôN€™s_ hùN€™kstâ‹G7ICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATA–€?MISC"¢:EDIDMS15InkOBND FULLEncrierMODL!Clutter\QuestItems\MS10Jar02.NIFMODTx±°m»L&10m»L&smtËxîßm—.ç„n_mœ.ç„smtËxóßm—.ç„s_mœ.ç„smtËxåß s«:e_ s°:stt³áÉmíåmÒYƒÞmem×YƒÞsmtËxICON;Interface\Icons\PipboyImages\Items\items_ink_container.ddsDATAMISC0!EDIDNukaColaBottleOBND üÿüÿõÿFULLBouteille de Nuka Cola videMODLClutter\Junk\SodaBottle01.NIFMODTx±° s7ýN.10 s<ýN.kntÞCf…îßs8p($|elpÈ>$|sdtàgKîßp¼º™6n_pÁº™6sdtàgKóßp¼º™6s_pÁº™6sdtàgKICON1Interface\Icons\PipboyImages\Items\item_junk.ddsMICOCInterface\Icons\PipboyImages_small\Items_small\glow_items_junk.ddsDATA€?MISC÷´ EDID pool13ballOBND ýÿýÿýÿFULLBille de billard 13MODL!Clutter\Billiards\pool13ball.NIFMODTHåìpÃ>$|elpÈ>$|sdtàgKîßp¼º™6n_pÁº™6sdtàgKóßp¼º™6s_pÁº™6sdtàgKICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATA€?MISCô´ EDID pool2ballOBND ýÿýÿýÿFULLBille de billard 2MODL Clutter\Billiards\pool2ball.NIFMODTHåìpÃ>$|elpÈ>$|sdtàgKîßp¼º™6n_pÁº™6sdtàgKóßp¼º™6s_pÁº™6sdtàgKICON1Interface\Icons\PipboyImages\Items\item_junk.ddsDATA€?MISCô´ EDID pool5ballOBND 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fÅy{tstt³áÉm©ùm;VŠÅ)ym@VŠÅystÄi¬îßm+™ˆ»n_m0™ˆ»ystÄi¬óßm+™ˆ»s_m0™ˆ»ystÄi¬©ùm;VŠÅ)ym@VŠÅystÄi¬îßm+™ˆ»n_m0™ˆ»ystÄi¬óßm+™ˆ»s_m0™ˆ»ystÄi¬ùó m4úhys m9úhystÄi¬îß mze3n_ me3ystÄi¬óß mze3s_ me3ystÄi¬çß mKþ+g_ m#Kþ+ydtS'Ó¬åôfEÒ˜etfJÒ˜stt³áÉmîßf]™·n_fb™·stt³áÉmóßf]™·s_fb™·stt³áÉmåß s«:e_ s°:stt³áÉmôì f#ì)tl f(ì)stt³áÉm©ùm;VŠÅ)ym@VŠÅystÄi¬îßm+™ˆ»n_m0™ˆ»ystÄi¬óßm+™ˆ»s_m0™ˆ»ystÄi¬©ùm;VŠÅ)ym@VŠÅystÄi¬îßm+™ˆ»n_m0™ˆ»ystÄi¬óßm+™ˆ»s_m0™ˆ»ystÄi¬ùó m4úhys m9úhystÄi¬îß mze3n_ me3ystÄi¬óß mze3s_ me3ystÄi¬çß mKþ+g_ m#Kþ+ydtS'Ó¬ðá hûô7pa hõ7er t8z8qîßhJÒn_hOÒer t8z8qóßhJÒs_hOÒer t8z8qACBSh2 d#ÛSNAMþÓIFZINAM_É VTCKÝŸTPLT½CNTOr“ CNTOw“ CNTOB–CNTOP•CNTOrCNTOO•AIDT22KFFZÊ1hpaim.kf1hpaimdown.kf1hpaimup.kf1hpattackright.kf1hpequip.kf1hpholster.kf1hpunequip.kf2hlaim.kf2hlattackspin.kf2hlattackspindown.kf2hlattackspinup.kf2hlequip.kf2hlholster.kf2hlunequip.kfDATAF22^RNAM`ZNAMw£PNAMlTNAM BBNAM€?WNAM ANAM4NAM5CSCR6ÐCNAM?ýLNAMñ£CREA𮑠EDIDgenericMilitaryMrGutsyOBND æÿæÿ„FULL Mr 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IndépendanceMODLClutter\Key01Dirty.NIFMODTH±°kÃ@Ž10kÃ@ŽkntÞCf…îßkeÑ$n_keÑ$kntÞCf…óßkeÑ$s_keÑ$kntÞCf…ICON0Interface\Icons\PipboyImages\Items\item_key.ddsMICOBInterface\Icons\PipboyImages_small\Items_small\glow_items_key.ddsYNAM»ZNAM¼DATAKEYMažNEDIDFriendshipFFGateKeyOBND ÿÿüÿFULL$Clé de la porte de service du métroMODLClutter\Key01Dirty.NIFMODTH±°kÃ@Ž10kÃ@ŽkntÞCf…îßkeÑ$n_keÑ$kntÞCf…óßkeÑ$s_keÑ$kntÞCf…ICON0Interface\Icons\PipboyImages\Items\item_key.ddsMICOBInterface\Icons\PipboyImages_small\Items_small\glow_items_key.ddsYNAM»ZNAM¼DATAGRUP¼ALCH=ALCH†Æ÷ EDID MS15Mentat02OBND ùÿüÿFULLMentats aux baiesMODLClutter\Chems\Mentats01.NIFMODTH±° mzm=Â10 mm=ÂsmtMD‰îß mûîÜn_ mïÜsmtMD‰óß mûîÜs_ mïÜsmtMD‰ICON5Interface\Icons\PipboyImages\Items\items_mentats.ddsMICOFInterface\Icons\PipboyImages_small\Items_small\glow_items_mentats.ddsETYP DATAENITÍÍÍc0ÐEFID€iEFITð ALCH‡Ç÷ EDID MS15Mentat03OBND ùÿüÿFULLMentats à l'orangeMODLClutter\Chems\Mentats01.NIFMODTH±° mzm=Â10 mm=ÂsmtMD‰îß mûîÜn_ mïÜsmtMD‰óß 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FULLChair de NukafangeuxMODL Clutter\Food\MirelurkMeat01.NIFMODTHôá m[Õ"“ta m`Õ"“dotÜBb…îßm®‚{Ön_m³‚{ÖdotÜBb…óßm®‚{Ös_m³‚{ÖdotÜBb…ICON7Interface\Icons\PipboyImages\Items\items_crab_cake.ddsETYP DATA€?ENITÍÍÍÔEFIDNEFITEFIDNEFITCTDA€?/¥ÓEFIDwEFIT ð EFIDEFIT6ALCH†Å÷ EDID MS15Mentat01OBND ùÿüÿFULLMentats au raisinMODLClutter\Chems\Mentats01.NIFMODTH±° mzm=Â10 mm=ÂsmtMD‰îß mûîÜn_ mïÜsmtMD‰óß mûîÜs_ mïÜsmtMD‰ICON5Interface\Icons\PipboyImages\Items\items_mentats.ddsMICOFInterface\Icons\PipboyImages_small\Items_small\glow_items_mentats.ddsETYP DATAENITÍÍÍc0ÐEFID‚iEFITðALCHˆRÅEDIDCramOBND ûÿþÿûÿFULLCramMODLClutter\Junk\Cram01.NIFMODTHçî fKÜ®gn fPÜ®nat çV\îßfÄän_fÉänat çV\óßfÄäs_fÉänat çV\ICON2Interface\Icons\PipboyImages\Items\items_cram.ddsETYP DATA€?ENITÍÍÍÔEFIDNEFITEFIDNEFITCTDA`€?/¥ÓEFIDEFIT6ALCH·VÅEDIDBlamcoMacandCheeseOBND ûÿþÿùÿFULLBlamco Mac et fromageMODL"Clutter\Junk\BlamcoMacnCheese.NIFMODTHçî fKÜ®gn fPÜ®nat çV\îßfÄän_fÉänat çV\óßfÄäs_fÉänat çV\ICON8Interface\Icons\PipboyImages\Items\items_mac_cheese.ddsETYP DATA€?ENITÍÍÍÔEFIDNEFITEFIDNEFITCTDA`€?/¥ÓEFIDEFIT6ALCHù„ EDIDMS05NukaColaQtmOBND üÿüÿõÿFULLNuka Cola QuantumMODL+Clutter\QuestItems\MS05QuantumNukaCola.NIFMODTxáìmô½lalmù½lsmtËxîßsB_ùn_s B_ùkntÞCf…óßsB_ùs_s B_ùkntÞCf…åß s«:e_ s°:stt³áÉmíßs8p(Nous avons été mobilisés dans la soirée. Mon niveau de sécurité ne me permet pas de savoir cela officiellement mais j'ai de bonnes raisons de penser que nous sommes menacés par une attaque des Chinois. Je n'ai pas le courage de partager ça avec les filles Elles ont plutôt les nerfs solides mais je ne peux pas garantir qu'elles ne déserteront pas pour tenter de protéger leur famille. Je refuse de semer la panique à partir de simples rumeurs basées sur des rapports douteux du Département de la Défense. Nous n'avons pas encore reçus notre ordre de mission mais je pense que l'on sera affecté à l'évacuation en zone rurale. Notre unité n'a pas brillé dans les dernières simulations et les meilleures obtiennent toujours les zones urbaines. Nous, on va devoir mener en troupeau les fermiers et les ermites dans les montagnes.NOTE¸ÕEDIDMS05ShippingPasswordOBND FULL/Code de connexion de l'ordinateur d'expéditionICON4interface\icons\pipboyimages\items\item_holotap.ddsDATAONAM˜NTNAM`Le mot de passe de l'ordinateur d'expédition de l'usine d'embouteillage Nuka Cola est NC-C1864.NOTE•«Ö EDIDDashwoodTerminalPests2OBND FULLDashwoodTerminalPestsDATATNAM=Des goules qui ont mal tourné. Leurs cervelles ont tellement pourri qu'elles ne sont plus capables de réfléchir. Argyle et moi avons combattu ces saloperies un nombre incalculable de fois. Je crois que ça lui plaisait de les tuer. Il devait voir ça comme une vengeance contre ce que Dieu lui avait infligé... NOTEý” EDIDInternmentOrdersOBND ùÿùÿÿÿFULLOrdres d'internementMODL Clutter\Holodisk\Holodisk01.NIFICON4Interface\Icons\PipboyImages\Items\item_holotap.ddsDATATNAMLContrat privé USMC PRVMIL-3482b Commandes officielles du département de la Défense Confidentiel - à l'attention exclusive du fournisseur sous peine de poursuites pour haute trahison. En accord avec l'ordonnance 99066, assurez le transport des civils au site WRA PA-32. Le recours à la force non-létale est autorisé pour faire valoir les clauses de ce contrat. L'arrivée des transports est requise le 29 octobre 2077. Présentez cet ordre de mission au Chef PM à l'entrée du site WRA pour admission et livraison. Y. Guo A. He H.X. Ming M. Pang M. Pang R. Chong H.K. TsenNOTE—ñu EDIDMaxsonDossier1OBND FULLDossier Maxson 1DATATNAMLNaissance -- S. O. Mort -- 2135 Commandant en second de l'équipe de sécurité du site de recherche de West Tek, déplacé ensuite à la base militaire de Mariposa. A pris le commandement après l'effondrement du chef de la sécurité, le colonel Robert Spindel. A exécuté les scientifiques après avoir découvert leurs recherches sur le Virus d'évolution contrainte ou VEC. A déserté les forces armées juste avant la guerre. Maxson a ordonné l'installation des familles de tout le personnel de la base dans le site, ce qui leur a sauvé la vie. A mené les survivants lors de leur exode vers le bunker de Lost Hills. La femme de Maxson a péri pendant le voyage. À Lost Hills, Roger Maxson a formé la Confrérie de l'Acier. En tant que premier Haut Aîné de l'organisation, il a constitué les ordres des paladins, chevaliers et scribes. NOTEÝòu EDIDMaxsonDossier2OBND FULLDossier Maxson 2DATATNAM’Naissance -- S. O. (adolescent en 2077) Mort -- 2155 A pris le commandement de la Confrérie de l'Acier en tant que Haut Aîné en 2135, à la mort de son père, Roger Maxson, d'un cancer. En 2155, alors qu'il traquait un groupe de raiders surnommé les Vipères, Maxson (qui ne portait pas de casque) a été touché à la tête par une flèche. Un poison mortel de vipère l'a emporté en quelques heures. NOTERóu EDIDMaxsonDossier3OBND FULLDossier Maxson 3DATATNAMNaissance -- 2097 Mort -- S. O. Fils de Maxson II et petit-fils de Roger Maxson. Soldat doué, John Maxson fut promu au grade de paladin en 2135, à l'âge de 38 ans. Peu après, il devint paladin en chef. En 2155, il accéda à la fonction illustre de Haut Aîné lorsque son père, Maxson II, tomba au champ d'honneur face à des Raiders appelés les Vipères. Les archives indiquent que John Maxson a entretenu des contacts avec un personnage mystérieux qualifié "d'habitant de l'Abri" en 2162, à l'âge de 65 ans. NOTEƒ Ì EDIDMaxsonDossier4OBND FULLDossier Maxson 4DATATNAM8Naissance -- 2267 Mort -- Fils unique de Jonathan et Jessica (tous deux décédés). Dernier de la lignée des Maxson. Nourrisson, il fut envoyé à la Citadelle pour être élevé par l'Aîné Owyn Lyons. Les raisons de cette décision sont doubles : 1.) les récentes tensions internes au sein de la branche ouest de la Confrérie de l'Acier en faisaient un cadre peu sûr pour l'enfant. On a estimé que la Citadelle, bien que située en territoire ennemi, pouvait améliorer ses chances de survie. 2.) l'Aîné Lyons était, à l'époque, très bien vu par les Aînés de l'ouest et semblait le candidat idéal pour assurer la formation du jeune écuyer. De récents événements ont entraîné la coupure des communications avec les Aînés de l'ouest. En conséquence, l'écuyer Maxson demeurera à la Citadelle jusqu'à nouvel ordre.NOTEEõu EDIDMaxsonStateNoteOBND FULLNote sur l'état MaxsonDATATNAMóL'état de Maxson, au sein de la Nouvelle république de Californie, a été construit à proximité du bunker de Lost Hills et placé sous la protection de la Confrérie de l'Acier. Aucune information supplémentaire n'est actuellement disponible.NOTE¥ãu EDID MaxsonDiary1OBND FULLJournal de Maxson 1DATATNAMYMoi, Roger Maxson, capitaine, matricule 072389, ai entamé ce journal parce que cela ne s'annonce pas très bien pour nous et que j'aimerais que les gens puissent découvrir ce qui s'est réellement passé ici. Tout s'est déclenché lorsque nous avons enfin découvert ce que mijotaient ces ordures de scientifiques. Le colonel s'est enfermé dans son bureau et semble avoir craqué. Les hommes réclament du sang. Ils veulent des réponses, se tournent vers moi, mais je ne sais pas trop quoi faire. Il faut pourtant bien que quelqu'un fasse quelque chose avant que la situation tourne au bain de sang. NOTEEìu EDIDMaxsonDiary10OBND FULLJournal de Maxson 10DATATNAM÷J'ai convaincu les hommes que nous devions enterrer les scientifiques. Je ne sais pas pourquoi... peut-être pour apaiser ma conscience. J'ai fini par croire à leurs histoires à la mort du dernier. Mon Dieu, mais qu'est-ce que je suis devenu ? NOTEMíu EDIDMaxsonDiary11OBND FULLJournal de Maxson 11DATATNAMÿNous quittons aujourd'hui cet endroit perdu. Je vais mener l'exode vers le vieux bunker gouvernemental de Lost Hills. Je laisse ce journal derrière moi, il sera enfoui lors du prochain échange. Qui sait, peut-être que quelqu'un le trouvera un jour...NOTE‡äu EDID MaxsonDiary2OBND FULLJournal de Maxson 2DATATNAM;Chaque fois qu'on reçoit des infos d'en haut, ça empire ici. La guerre tourne vraiment mal et nous risquons à chaque instant la mutinerie ici, avec tout ce que ça suppose. J'ai empêché un homme d'exécuter un scientifique aujourd'hui et j'ai exigé qu'on l'interroge afin de découvrir quels étaient leurs ordres.NOTEåu EDID MaxsonDiary3OBND FULLJournal de Maxson 3DATATNAMÅJ'ai tué un homme, aujourd'hui. J'interrogeais le scientifique en chef Anderson et il m'a donné tous les détails de leurs expériences inhumaines. Il a dit que ses ordres provenaient du gouvernement mais je ne l'ai pas cru. Il a commencé à hurler qu'il ne faisait qu'appliquer les ordres, qu'il était lui aussi un militaire, et je l'ai abattu. Je me dis que c'était pour l'empêcher de déclencher une mutinerie parmi les hommes mais je n'en suis pas sûr.NOTE‚æu EDID MaxsonDiary4OBND FULLJournal de Maxson 4DATATNAM6J'ai de nouveau tenté de parler au colonel à travers la porte mais il a l'air d'avoir perdu tout contact avec la réalité. J'ai enfoncé la porte avec quelques hommes mais nous avons seulement eu le temps de le voir se faire sauter la cervelle. Juste avant d'appuyer sur la détente, il a dit qu'il était désolé.NOTE}çu EDID MaxsonDiary5OBND FULLJournal de Maxson 5DATATNAM1En tuant ce crâne d'oeuf, j'ai affirmé ma position de chef auprès des hommes. Ils me suivent sans poser de questions maintenant. Les interrogatoires se terminent toujours par une exécution. C'est Shellman qui a tenu le plus longtemps mais le résultat a été le même. Ses arguments au sujet des ordres étaient un peu trop spécifiques pour avoir été inventés de toutes pièces. Je commence à avoir un sale pressentiment à propos de la manière dont tout ça va se terminer. Je ne cherche même plus à me mentir à propos de mes raisons d'exécuter les scientifiques.NOTEP ¹ EDIDMQ08Vault87CKidsLaughter02OBND DATATNAMEntrée de journal : Plus rien n'a de sens pour moi. Chaque fois que je suis dans les tunnels extérieurs, je jurerais entendre des rires d'enfants. Les médecins de l'Abri disent que c'est l'effet de mon esprit qui compense la perte de Jason, mais je sais que je ne suis pas fou. Ils m'ont donné de nouvelles pilules, mais des pilules pour les fous ! Je refuse de prendre ces pilules ! JE NE SUIS PAS FOU ! Pourquoi faire venir des enfants dans un trou à rats comme celui-ci ? Pourquoi ? Cette vie n'a aucun but.NOTEÑèu EDID MaxsonDiary6OBND FULLJournal de Maxson 6DATATNAM…J'ai finalement répondu au monde extérieur par radio. Je ne sais pas pourquoi ils n'ont jamais envoyé du monde ici pour voir ce qui s'y passait quand nous avons cessé de répondre à leurs transmissions. Ça ne tient pas debout. Enfin, ils devraient venir maintenant. J'ai déclaré notre sécession de l'union. On se souvient de Jefferson Davis. Qu'est-ce que l'histoire retiendra de moi ?NOTEþéu EDID MaxsonDiary7OBND FULLJournal de Maxson 7DATATNAM²Bon sang, mais qu'est-ce qui se passe ? On a déclaré qu'on quittait les rangs de l'armée et même ceux de l'état, et qu'est-ce que ça entraîne ? Rien. Ça doit vraiment aller mal.NOTEºêu EDID MaxsonDiary8OBND FULLJournal de Maxson 8DATATNAMnJe n'arrive pas à croire que ces ordures aient fini par le faire. Qu'ils brûlent tous en enfer. Ils ont finalement déclenché le feu nucléaire. On était en train de tenter d'obtenir la vérité de von Felden quand on a perdu tout contact avec l'extérieur. J'ai l'impression que le centre de recherche a été durement touché. Je ne sais pas pourquoi, autant appeler ça une intuition. Il semble inconcevable qu'on n'ait pas été visés. Je suis sûr que la Chine va rattraper cette erreur. Par chance, nous avions fait venir nos familles sur le site avant-hier. 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øÿÿÿLTMPLNAMŸXCLWÿÿXNAMXCLR$’XCIM¸?XCAS™’XCMO GRUP°$ò=0Œ£GRUP˜$ò =H›^REFR(‘NAMEDATAðöÆ#É€G}>5FØI >‰ ¨=VØÇ?REFR(”NAME“DATAKyðÆÕÒ€G 5F4È—@WRLDý¦> EDIDNtlGuardDepotWorldFULLDépôt de la Garde nationaleXEZNŠZWNAM<PNAM CNAMFNAM3 NAM4DNAM@FONAM €?INAMFDATANAM0`GpÇNAM9ˆG@ÇNNAMXNAM.Data\Textures\Water\WastelandWaterPotomac.ddsWRLD ÑÄ EDIDMamaDolcesWorldFULL!Quai de chargement de Mama DolceXEZN€ZWNAM<PNAMÌÿCNAMÜã NAM3 NAM4DNAM@FONAM ?@œÅЄFINAMFDATANAM0€FÇNAM9àF`ÇZNAM NNAMXNAM.Data\Textures\Water\WastelandWaterPotomac.ddsWRLDð~a EDID WashMonTopFULLLe Washington MonumentXEZN¸ZWNAM<PNAMÌÿCNAMö¡NAM3 NAM4DNAM@FONAM ÍÌÌ>€TD€ ÅINAMFDATANAM0ÇÈÇNAM9HGNNAMXNAM.Data\Textures\Water\WastelandWaterPotomac.ddsGRUPœÍDIAL=DIAL`È EDID GREETINGQSTIÒQSTIÔc QSTI) QSTI“n QSTI NQSTI‰NQSTI„NQSTI“NQSTI‘NQSTINQSTIŽNQSTINQSTIŒNQSTI‹NQSTI…NQSTIŠNQSTI‡NQSTI†NQSTIèñQSTIçñQSTI–NQSTIÌQSTI˜QSTI6;QSTImQSTI&1QSTIcHQSTI¤NQSTI—NQSTI›NQSTIùïQSTIžNQSTIœNQSTIŸNQSTI¢NQSTI™NQSTI”NQSTI¥NQSTI•NQSTI˜NQSTI£NQSTIpåQSTI*ÚQSTIÒqQSTI¢ó QSTIt¢QSTIÑqQSTIó;QSTI,¨QSTIÜìQSTI¡NQSTI!]QSTIÅõQSTI“ÎQSTI%QSTIð„QSTI÷èQSTIÂQSTI:ïQSTIö­QSTIæÀQSTIlQSTIɦQSTIØQSTI9QSTI®ÛQSTIÑsQSTIÛsQSTI0+QSTI¥QSTIÐsQSTI­ÛQSTIëC QSTIíC QSTIìC QSTIîC QSTIèŒ QSTIØsQSTIi…QSTIŽ QSTI¯×QSTI“QSTI1;QSTIrÕQSTIx…QSTIy…QSTI`YQSTIoQSTI[¿QSTIÈQSTIwãQSTIªQSTI&rQSTIzôQSTIûQSTI0‰QSTI<ùQSTI7ZQSTIó­QSTIð­QSTITQSTI7QSTIî­QSTIäQSTI²8QSTIˆóQSTI+FULL SALUTATIONPNAM\BDATAGRUP8È=INFO DATAQSTI‘NPNAM±) TRDT2ÍÍÍÍÍÍNAM1/C'est le moment de se battre, pas de discuter.NAM2NAM3CTDA`€?:‘NCTDA€ B:‘NCTDA€?HNÔSCHRNEXTSCHRINFO‹ ³) DATAQSTI‘NPNAM²) TRDT2ÍÍÍNAM1†J'imagine que je ne devrais pas être étonnée de ce que vous le laissiez partir. C'est incroyable que vous soyez encore capable de ça.NAM2NAM3TRDT2ÍÍÍNAM1.Espérons que vous n'aurez pas à le regretter.NAM2NAM3TRDT2rialdeNAM1"Maintenant, bouclons cet endroit.NAM2NAM3CTDA`zCCTDA`€?O‘NCTDAHB:‘NCTDA€?H0ÔSCHRNEXTSCHRSCDA rs 1SCTXset MQ11.IntercomSayTo to 1SCRO‘NINFO?þáDATAQSTI‘NPNAM TRDT2ÍÍÍNAM1OÀ partir de maintenant, vous rendrez compte à Sarah. Ne la laissez pas tomber.NAM2NAM3CTDA€ B:‘NCTDA` A:‘NCTDA€?HäVSCHRNEXTSCHRINFOER”DATAQSTI‘NPNAMþáTRDT2ÍÍÍÍÍÍNAM1wJe suis certain que vous comprendrez qu'il y a beaucoup trop à faire pour l'instant. Je n'ai pas le temps de bavarder.NAM2NAM3CTDA€ B:‘NCTDA€?HêVSCHRNEXTSCHRINFOõ¡ DATAQSTIŠNPNAMô¡ TRDT2iabmmyNAM12Comment cela a pu arriver? Je ne comprends pas...NAM2NAM3CTDA€?H DCTDAðA:ŠNSCHRNEXTSCHRINFOX ßÇDATAQSTI‡NPNAMGeTRDT2 toNAM1ŠColin Moriarty, à votre service ! Bienvenue chez Moriarty ! Mon saloon, ma maison, mon petit bout de paradis dans cette bourgade reculée.NAM2NAM3TRDT2y, NAM1oSi tu as des capsules, j'ai de quoi te distraire. Allez, assieds-toi, mets-toi à l'aise, et oublie tes soucis.NAM2NAM3CTDA€?C5:CTDA2CTDA€?Ha SCHRNEXTSCHRSCDA rs 1SCTXset MQ01.MetMoriarty to 1SCRO‡NINFOçaw DATAQSTIùïPNAMTRDT2ÍÍÍÍÍÍNAM1GSacré boulot pour un civil d'amener le docteur ici en un seul morceau.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1\Je suis Sarah Lyons, paladin et commandant de la Troupe de Lyons. Bienvenue à la Citadelle.NAM2NAM3CTDA`HC:‹NCTDA pB:NCTDA2CTDA€?H0ÔSCHRNEXTSCHRINFOãb*DATAQSTIœNPNAMX& TRDT2ÍÍÍÍÍÍNAM1MJ'ai appris que vous aviez décidé de parler à Ian malgré mes avertissements.NAM2NAM3TRDT2NAM1nQuoi qu'il advienne je suis toujours intéressé par les résultats de votre discussion. Il a pris sa décision ?NAM2NAM3CTDA€?H÷ÕCTDA`HB:œNTCLTz TCLTy TCLTK& TCLTI& SCHRNEXTSCHRINFO… ±DATAQSTI¢NPNAM±TRDT2ÍÍÍÍÍÍNAM1)Par tous les saints ! Vous avez réussi !NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1`Vite, donnez-moi cette encre et je vous préparerai une copie de la Déclaration d'Indépendance !NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1WEt voilà... une copie parfaite. Cela devrait donner à réfléchir à ce bon vieux George.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1,Quels sont les ordres suivants du Congrès ?NAM2NAM3CTDA€?Hx:CTDA€?O¢NCTDA`€?/¢:TCLTM±TCLTL±TCLTK±SCHRNEXTSCHR7SCDA7¢rn2nR rn rnSCTXjsetObjectiveCompleted MS15 50 1 player.removeitem MS15Ink 1 player.AddItem MS15DeclarationRolledForged 1SCROSCRO¢NSCRO¢:SCRO’±INFOÿÖDATAQSTI¢NPNAM“%TRDT2ÍÍÍNAM1Quoi de neuf ?NAM2NAM3CTDA€?H":CTDA` B:¢NCTDA€?O¢NSCHRNEXTSCHRINFOÒ ÙŒ DATAQSTI•NPNAM×ÈTRDT2ÍÍÍÍÍÍNAM1Bien joué ! Vous avez vaincu l'abominable Fourmenteuse et vous avez rapporté sa tenue afin que l'on puisse faire disparaître sa dernière trace.NAM2NAM3TRDT2leR 1.NAM1oRemettez-la-moi et je ferai en sorte que personne ne puisse revêtir le costume de la redoutable Fourmenteuse !NAM2NAM3CTDA€?HlCTDA`€?/ACTDA`€?/ATCLTvTCLT²^ TCLTÇŒ TCLT£) TCLTÈŒ SCHRNEXTSCHRSCDA rs# 1 rs 1SCTXCset MS02.MechanistWantsSuit to 1 set MechanistREF.greetPlayer to 1SCRO•NSCRO$rINFOù ÚŒ DATAQSTI•NPNAMÙŒ TRDT ÍÍÍÍÍÍNAM1oVous auriez dû rapporter la tenue de la Fourmenteuse. Il serait dangereux qu'elle tombe en de mauvaises mains.NAM2NAM3CTDA€?O•N#CTDA€?HlCTDA`€?/ACTDA`€?/ATCLTvTCLT²^ TCLTÇŒ TCLT£) TCLTÈŒ SCHRNEXTSCHRSCDA rs$ 1SCTX"set MS02.antAgonizerWantsSuit to 1SCRO•NINFOE _õDATAQSTI0+PNAM^õTRDT2ÍÍÍÍÍÍNAM1/Merci, non de dieu, vous m'avez sauvé la vie !NAM2NAM3TRDT2me!ve NAM1RJ'ai entendu parlé du temple de l'union. Ils prennent soin des esclaves en fuite.NAM2NAM3TRDT2me!ve NAM1RPeut être devriez vous en parler aux autres esclaves en fuite que vous croiserez.NAM2NAM3CTDA€ÈB:™NCTDA€?GaõSCHRNEXTSCHR SCDA UrSCTX!ShowMap TempleOfTheUnionMapMarkerSCRO 1INFOæÅó DATAQSTI0+PNAM_õTRDT2ÍÍÍÍÍÍNAM1:Vous m'avez sauvé de ces bâtards. Je ne l'oublierais pas.NAM2NAM3CTDA€?GaõSCHRNEXTSCHRINFO;Ì DATAQSTIi…PNAMy§ TRDT2ÍÍÍÍÍÍNAM1mL'heure n'est plus aux discussions. Vous devez agir. Allez au purificateur. Faites la fierté de votre père !NAM2NAM3CTDA€?HäVCTDAðA:‘NSCHRNEXTSCHRINFOÌ DATAQSTIi…PNAMÌ TRDT2ÍÍÍÍÍÍNAM1Pour l'Aîné Lyons !NAM2NAM3CTDAHäVCTDA€?GÔyCTDAðA:‘NSCHRNEXTSCHRINFOÿÌ DATAQSTIi…PNAMÌ TRDT2ÍÍÍÍÍÍNAM1Bonne chance !NAM2NAM3CTDAHäVCTDA€?GÔyCTDAðA:‘NSCHRNEXTSCHRINFOÌ DATA#QSTIi…PNAMÌ TRDT2ÍÍÍÍÍÍNAM1,On va mettre la main sur le projet Pureté !NAM2NAM3CTDAHäVCTDA€?GÔyCTDAðA:‘NSCHRNEXTSCHRINFO~Ì_DATAQSTIi…PNAMË_TRDT2ÍÍÍNAM1]L'Aîné nous a fait part de votre arrivée. Je suis le scribe Peabody. Bienvenue, et cetera...NAM2NAM3TRDTÍÍÍNAM1CBon, je suis vraiment très occupé. Il vous fallait quelque chose ?NAM2NAM3CTDA€?HíVSCHRNEXTSCHRINFO:irDATAQSTI1;PNAMÕTRDT2logNAM1‰Wouhou ! Regardez-vous ! Ça fait très TRÈS longtemps qu'on n'a pas vu une de ces combinaisons d'abri. Et elle est en bon état, en plus !NAM2NAM3TRDT2 ÁNAM1“Je m'appelle Billy Creel. Appelez-moi Billy, d'accord ? Je sais que Megaton ressemble plus à un cimetière qu'à une ville, mais c'est pas si mal. NAM2NAM3TRDT2PC NAM1†Prenez Maggie et moi, par exemple. On s'en sort bien. Je vends ce que je récupère et elle me maintient sur le droit chemin. Hé hé hé.NAM2NAM3CTDA2CTDA€?He CTDA€?¶CCTDA€?¶º%CTDA€?¶ÝËSCHRNEXTSCHRINFOÇ—àDATAQSTI1;PNAM¸QTRDT2/ôÚNAM1“Oh, encore une de ces chochottes d'abri. Écoutez-moi bien, chochotte d'abri : vous me plaisez pas. N'approchez pas de moi et tout se passera bien.NAM2NAM3CTDA€?Hq CTDA2CTDA€?¶CCTDA€?¶º%CTDA€?¶ÝËSCHRNEXTSCHRINFO h×DATAQSTI1;PNAMéçTRDT2NAM1ˆEh bien. Vous venez d'arriver, hein ? Votre tenue est un peu bizarre, mais pas mal, pas mal. Je m'appelle Leo Stahl. C'est un plaisir !NAM2NAM3CTDA€?Hk CTDA2CTDA€?¶CCTDA€?¶º%CTDA€?¶ÝËSCHRNEXTSCHRSCDAS rn2SCTX$LeoStahlRef.ModDisposition Player 50SCROT;SCROINFOv\[DATAQSTIrÕPNAM"çTRDT2ÍÍÍNAM1rVous ne savez peut-être pas à qui vous parlez. Je suis le chef Danvers, responsable de la sécurité de Rivet City.NAM2NAM3CTDA@ÀOó;CTDA€?H­VCTDA2TCLT)TCLT)SCHRNEXTSCHRINFO  tDATAQSTIrÕPNAMAòTRDT2tCiNAM1Il y a un problème ?NAM2NAM3CTDA€?HªVSCHRNEXTSCHRSCDA rs 1SCTX$Set DialogueRivetCity.SafeEntry to 1SCROrÕINFOV·CDATAQSTIx…PNAMµCTRDT2ÍÍÍÍÍÍNAM14T'as l'air vraiment débile dans cette tenue d'abri.NAM2NAM3CTDA€?G5qCTDA€?¶í@CTDA€?¶¾¯ CTDA€?¶ós CTDA€?¶CCTDA€?¶º%CTDA€?¶òs CTDA€?¶ñs CTDA€?¶ï@CTDA€?¶ÝËCTDA€?¶!ACTDA€?¶|ÁSCHRNEXTSCHRINFOI¹CDATAQSTIx…PNAM·CTRDT2ÍÍÍÍÍÍNAM17Cool ! Cette tenue de pingouin vient de la Confrérie ?NAM2NAM3CTDA€?G5qCTDA€?¶RCTDA€?¶NCTDA€?¶sSCHRNEXTSCHRINFO `rDATAQSTIy…PNAM]rTRDTÍÍÍNAM1fEh ben, voilà quelque chose que je ne vois pas tous les jours. Une nouvelle tête à Little Lamplight !NAM2NAM3TRDT2ÍÍÍNAM1mLa plupart de nos gamins sont moins grands, mais tu as l'air de quelqu'un de bien. C'est quoi ton histoire ?NAM2NAM3CTDA€?ÁB1CTDA2CTDA€?HVTCLTArTCLT@rSCHRNEXTSCHRINFO¨ ëDATAQSTIÈPNAM:TRDT2ÍÍÍÍÍÍNAM1`Eh, ça alors... Qui l'aurait cru ? Moi ! Présidente ! Les choses vont vraiment changer par ici.NAM2NAM3TRDT2abllogNAM1’Écoutez, je ne pourrai jamais assez vous remercier. Vous m'avez persuadée que c'était possible, et ça l'était. Je veux vous donner quelque chose.NAM2NAM3TRDT2abllogNAM1mDave a un gros flingue ou quelque chose du genre dans le coffre-fort de son bureau. La combinaison est 1138.NAM2NAM3TRDT2abllogNAM1=Prenez ce truc, si vous voulez. Nous n'en avons plus besoin.NAM2NAM3CTDA€?HÅ CTDA@OÈ CTDA@@OÈCTDA€@OÈSCHRNEXTSCHRSCDAsSCTX:RepDaveDaveSafeREF.unlock RepDaveDaveSafeREF.setownershipSCROxlINFOsì< DATAQSTIzôPNAMgôTRDT2ÍÍÍÍÍÍNAM1Bonjour, madame.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1Que puis-je faire pour vous ?NAM2NAM3CTDA€?ƒCTDA€?G{ôCTDA` @CTDA€ASCHRNEXTSCHRINFO/í< DATAQSTIzôPNAMhôTRDT2ÍÍÍÍÍÍNAM1Bonsoir, madame.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1Que puis-je faire pour vous ?NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRDIALÒEDIDHELLOQSTI“n QSTI NQSTI„NQSTI“NQSTI’NQSTI‘NQSTINQSTIŽNQSTINQSTIŒNQSTI‹NQSTI…NQSTIŠNQSTI†NQSTIèñQSTIçñQSTI‡NQSTI‰NQSTI‡QSTI6;QSTI–NQSTIÌQSTI˜QSTIcHQSTIùïQSTIžNQSTIœNQSTI™NQSTI”NQSTI•NQSTI—NQSTI£NQSTI¤NQSTI˜NQSTI¥NQSTI›NQSTI¢NQSTI¢ó QSTIÑqQSTI,¨QSTI*ÚQSTIŸNQSTIó;QSTIÜìQSTI¡NQSTI!]QSTIð„QSTI:ïQSTIÅõQSTIÂQSTIlQSTIö­QSTI÷èQSTI“ÎQSTIØQSTI9QSTIÛsQSTI0+QSTIÐsQSTI­ÛQSTIÑsQSTIØsQSTIŸuQSTIi…QSTI“QSTI`YQSTI1;QSTIDSCHRNEXTSCHRINFOdð¤DATAQSTIx…PNAMï¤TRDT2ÍÍÍNAM10On dirait un de ces connards de la Confrérie...NAM2NAM3CTDA€?HCTDA€?G5qCTDA€?¶NCTDA€?¶RCTDA€?¶sSCHRNEXTSCHRINFOnñ¤DATAQSTIx…PNAMð¤TRDT2ÍÍÍNAM1*Jolie tenue. On a pillé un abri ou quoi ?NAM2NAM3CTDA€?HCTDA€?G5qCTDA€?¶í@CTDA€?¶¾¯ CTDA€?¶ós CTDA€?¶CCTDA€?¶º%CTDA€?¶òs CTDA€?¶ñs CTDA€?¶ï@CTDA€?¶ÝËCTDA€?¶!ACTDA€?¶|ÁSCHRNEXTSCHRINFO_ò¤DATA"QSTIx…PNAMñ¤TRDT2ÍÍÍNAM1Putain de gamins d'abri...NAM2NAM3CTDA€?HCTDA€?G5qCTDA€?¶í@CTDA€?¶¾¯ CTDA€?¶ós CTDA€?¶CCTDA€?¶º%CTDA€?¶òs CTDA€?¶ñs CTDA€?¶ï@CTDA€?¶ÝËCTDA€?¶!ACTDA€?¶|ÁSCHRNEXTSCHRINFOL ÃDATA"QSTI|…PNAM"¾TRDT2ÍÍÍNAM1tJe n'arrive pas à croire que Mr Eulogy laisse ces merdeux dans la cour comme ça ! Tu as entendu ce qu'ils ont dit ?NAM2NAM3CTDA€?H¡VCTDA€?H¢VTCLTìÀSCHRNEXTSCHRINFOO3‹DATAQSTI|…PNAM9µ TRDT2ÍÍÍNAM1UMr Eulogy... euh... On peut discuter une seconde ? Enfin, si ça ne dérange pas trop.NAM2NAM3CTDAOÑqCTDA€?H¢VCTDA€?HŸVTCLTÔÀSCHRNEXTSCHRINFOHÃDATA"QSTI|…PNAM3‹TRDT2ÍÍÍNAM1NSi ça ne dérange pas, Mr Eulogy... Je... J'aimerais qu'on discute une minute.NAM2NAM3CTDAOÑqCTDA€?H¢VCTDA€?HŸVTCLTÔÀSCHRNEXTSCHRINFOûÂDATAQSTI|…PNAMÃTRDT2ÍÍÍNAM1-J'aimerais qu'on parle d'un truc, Mr Eulogy.NAM2NAM3CTDA€?H¡VCTDA€?HŸVTCLTØÀSCHRNEXTSCHRINFOý&¾DATA"QSTI|…PNAMûÂTRDT2ÍÍÍNAM1%Euh, Mr Eulogy. Il faut qu'on parle.NAM2NAM3CTDA€?H¡VCTDA€?HŸVTCLTØÀSCHRNEXTSCHRINFOh DATAQSTIÈPNAMTRDT2ÍÍÍNAM1$Vous avez ma voix, Mr le président.NAM2NAM3CTDAOÈ CTDA€?G•¸CTDA€?H˜šTCLT% SCHRNEXTSCHRINFOè?1DATAQSTIÈPNAMp TRDT2ÍÍÍNAM1Bonjour, Mr le président.NAM2NAM3CTDA€?H–¸CTDA€?H˜šSCHRNEXTSCHRINFOæC1DATAQSTIÈPNAM?1TRDT2ÍÍÍNAM1Salut, Mr le président.NAM2NAM3CTDA€?HÅ CTDA€?H˜šSCHRNEXTSCHRINFOÊ_ãDATA#QSTIxãPNAM2µ TRDT2ÍÍÍNAM1Bonjour, Mr Harris.NAM2NAM3CTDA€?H©šTCLT0ãSCHRNEXTSCHRINFOÚ°ìDATA#QSTIxãPNAMB°TRDT2ÍÍÍaðNAM1 Mr Smith...NAM2NAM3CTDAH¢šCTDA€?H¡šSCHRNEXTSCHRINFOR,DATAQSTI­PNAMQ,TRDT2ÍÍÍNAM1BOh, oh ! Mr Ahzrukhal, je voudrais vous demander quelque chose...NAM2NAM3CTDA€?G'CTDA€?H÷VTCLTiSCHRNEXTSCHRINFO S,DATAQSTI­PNAMR,TRDT2ÍÍÍNAM13Oh, bonjour, Mr ... Mr Ahzrukhal... Bonjour.NAM2NAM3CTDA€?G'CTDA€?H÷VTCLTe+SCHRNEXTSCHRINFOñ30DATAQSTI­PNAMS,TRDT2ÍÍÍNAM1Bonjour, Mr Ahzrukhal...NAM2NAM3CTDA€?G'CTDA€?H÷VTCLTÑ/SCHRNEXTSCHRINFOæ50DATAQSTI­PNAM30TRDT2ÍÍÍNAM1Mr Ahzrukhal.NAM2NAM3CTDA€?G'CTDA€?H÷VTCLT`SCHRNEXTSCHRINFOðÎDATA"QSTI­PNAM50TRDT2ÍÍÍNAM1Pardon, Mr Ahzrukhal...NAM2NAM3CTDA€?G'CTDA€?H÷VTCLT`SCHRNEXTSCHRINFOÄÏDATAQSTI­PNAMÎTRDT2ÍÍÍNAM1Mr Ahzrukhal.NAM2NAM3CTDA€?H÷VTCLT`SCHRNEXTSCHRINFOËïDATAQSTI­PNAMîTRDT2ÍÍÍNAM1Bonjour, Mr Crowley.NAM2NAM3CTDA€?HõVTCLT`SCHRNEXTSCHRINFOÌðDATAQSTI­PNAMïTRDT2ÍÍÍNAM1Mr Crowley, bonjour !NAM2NAM3CTDA€?HõVTCLT`SCHRNEXTSCHRINFOáñDATAQSTI­PNAMðTRDT2ÍÍÍNAM1+Ça fait plaisir de vous voir, Mr Crowley !NAM2NAM3CTDA€?HõVTCLT`SCHRNEXTSCHRINFOæòDATAQSTI­PNAMñTRDT2ÍÍÍNAM10Bonjour, Mr Crowley ! Belle journée, pas vrai ?NAM2NAM3CTDA€?HõVTCLT`SCHRNEXTSCHRINFOÄóDATA"QSTI­PNAMòTRDT2ÍÍÍNAM1Mr Crowley...NAM2NAM3CTDA€?HõVTCLT`SCHRNEXTSCHRINFOz²I DATAQSTIzôPNAM«I TRDT2ÍÍÍÍÍÍNAM1hIl semble que vous ayez été blessé, monsieur. Puis-je vous suggérer de faire appel à votre infirmerie ?NAM2NAM3CTDA€?G{ôCTDA€?ƒCTDA€€?¯CTDA€?J¶I SCHRNEXTSCHRINFO|´I DATAQSTIzôPNAM²I TRDT2ÍÍÍÍÍÍNAM1jIl me semble que vous avez été blessé, monsieur. Puis-je vous inviter à pratiquer des soins au plus tôt ?NAM2NAM3CTDA€?G{ôCTDA€?ƒCTDA€€?¯CTDAJ¶I SCHRNEXTSCHRINFOy³I DATAQSTIzôPNAM´I TRDT2ÍÍÍÍÍÍNAM1gIl semble que vous ayez été blessée, madame. Puis-je vous suggérer de faire appel à votre infirmerie ?NAM2NAM3CTDA€?G{ôCTDA€?ƒCTDA€€?¯CTDA€?J¶I SCHRNEXTSCHRINFO{µI DATA"QSTIzôPNAM³I TRDT2ÍÍÍÍÍÍNAM1iIl me semble que vous avez été blessée, madame. Puis-je vous inviter à pratiquer des soins au plus tôt ?NAM2NAM3CTDA€?G{ôCTDA€?ƒCTDA€€?¯CTDAJ¶I SCHRNEXTSCHRINFO ¬I DATAQSTIzôPNAMµI TRDT2ÍÍÍÍÍÍNAM1;J'espère que tout va bien pour vous aujourd'hui, monsieur.NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRINFO­I DATAQSTIzôPNAM¬I TRDT2ÍÍÍÍÍÍNAM19J'espère que tout va bien pour vous aujourd'hui, madame.NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRINFO®I DATAQSTIzôPNAM­I TRDT2ÍÍÍÍÍÍNAM12Je suis ravi de vous voir sain et sauf, monsieur.NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRINFOí¯I DATAQSTIzôPNAM®I TRDT2ÍÍÍÍÍÍNAM1Bienvenue chez vous, monsieur.NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRINFOë°I DATAQSTIzôPNAM¯I TRDT2ÍÍÍÍÍÍNAM1Bienvenue chez vous, madame.NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRINFO±I DATA"QSTIzôPNAM°I TRDT2ÍÍÍÍÍÍNAM12Je suis ravi de vous voir saine et sauve, madame.NAM2NAM3CTDA€?ƒCTDA€?G{ôSCHRNEXTSCHRINFO¦æDATAQSTI7PNAM æTRDTÍÍÍÍÍÍNAM1Salut !NAM2NAM3TCLTÔTCLTÒSCHRNEXTSCHRINFOœæDATAQSTI7PNAMæTRDTÍÍÍÍÍÍNAM1Salut !NAM2NAM3TCLFÒSCHRNEXTSCHRDIAL§ÔEDIDGOODBYEQSTI“n QSTI NQSTI„NQSTI“NQSTI’NQSTI‘NQSTINQSTIŽNQSTINQSTIŒNQSTI‹NQSTI…NQSTIŠNQSTI†NQSTIèñQSTIçñQSTI‡NQSTI‰NQSTI6;QSTI–NQSTIÌQSTI˜QSTI›NQSTIcHQSTIùïQSTIžNQSTIœNQSTI™NQSTI”NQSTI•NQSTI£NQSTI¤NQSTI˜NQSTI¥NQSTIpåQSTI—NQSTI¢NQSTI¢ó QSTIÑqQSTI*ÚQSTIŸNQSTIó;QSTIÜìQSTI¡NQSTI:ïQSTIð„QSTIÅõQSTIÂQSTIlQSTI÷èQSTI9QSTIÛsQSTI­ÛQSTIÑsQSTI0+QSTIi…QSTI¯×QSTI“QSTI`YQSTI1;QSTIDCTDA€?¶0CTDA€?¶d´CTDA€?¶óµ CTDA€?¶öµ CTDA€?¶ùµ SCHRNEXTSCHRDIALfÝEDIDHitQSTI( QSTI ÇQSTI] QSTI‡QSTI†NQSTI…NQSTI„NQSTIŠNQSTIŸNQSTI•NQSTIîC QSTI¯×QSTI“QSTI1;QSTIªQSTIò­QSTI<ùQSTI0‰QSTI”QSTITQSTI7ZQSTIñ­QSTIó­QSTI\2 QSTIãQSTI7QSTIî­QSTIäQSTI²8QSTIbâQSTI*$QSTIFULLHitPNAMHBDATAGRUPiÝ=INFOC¯; DATAQSTITPNAM¶˜TRDTdÍÍÍÍÍÍNAM1SAggh ! Si ça s'appelle une armure assistée, c'est pour une bonne raison, monstre !NAM2NAM3CTDA€?¶CTDA€?¶RCTDA€?¶NSCHRNEXTSCHRINFOÞüDATAQSTIãPNAMûTRDTdÍÍÍÍÍÍNAM12D'accord, c'est fini ! Adieu le gentil Mr Butch !NAM2NAM3CTDA€?HeSCHRNEXTSCHRDIAL& EDID RadioHelloQSTI†NQSTIéoQSTI»öQSTI­; QSTINþQSTI[9QSTIø£QSTIßQSTIq’QSTIZ×QSTIèQSTI9QSTI†$QSTI­µQSTI’I QSTIzôQSTI]œQSTIšQSTIÊåQSTI"QSTI9QSTIº£FULL RadioHelloPNAMHBDATAGRUPå&=INFOE ýzDATA QSTI†$PNAM,åTRDT2ÍÍÍÍÍÍNAM1‰Habitants de la capitale ! C'est moi, Three Dog, votre chef ! Écoutez-moi et obéissez ! Oh, pardon, ça, c'est ce que dit l'AUTRE radio !NAM2NAM3CTDAONCTDA @O†$3CTDA @O†$TCLTúzTCLTJ] SCHRNEXTSCHR!SCDA!rs3 rs rs 2SCTXwset RadioGalaxyNewsQuest.LastGreeting2 to RadioGalaxyNewsQuest.LastGreeting set RadioGalaxyNewsQuest.LastGreeting to 2SCRO†$ANAM‹$INFO6 ÿzDATA QSTI†$PNAMþzTRDT2ÍÍÍÍÍÍNAM1zEh, affreuse Amérique. C'est moi, votre président, John Hen... Haaa... Je vous ai eus ! C'est Three Dog ! Comment ça va ?NAM2NAM3CTDAONCTDA €@O†$CTDA €@O†$3TCLTúzTCLTJ] SCHRNEXTSCHR!SCDA!rs3 rs rs 4SCTXwset RadioGalaxyNewsQuest.LastGreeting2 to RadioGalaxyNewsQuest.LastGreeting set RadioGalaxyNewsQuest.LastGreeting to 4SCRO†$ANAM‹$INFO¼åDATAQSTIÊåPNAMTRDTKÍÍÍNAM1iMerci d'avoir écouté la radio de Tenpenny Tower. Elle existe grâce à la générosité d'Allistair Tenpenny.NAM2NAM3TCLT®åTCLT•åSCHRNEXTSCHRANAMàVINFOɽåDATAQSTIÊåPNAM¼åTRDTKÍÍÍNAM1!Ici la radio de Tenpenny Tower !NAM2NAM3TCLT®åTCLT•åSCHRNEXTSCHRANAMàVINFOå¾åDATAQSTIÊåPNAM½åTRDTKÍÍÍNAM1=Vous écoutez la radio de Tenpenny Tower, le son du progrès !NAM2NAM3TCLT®åTCLT•åSCHRNEXTSCHRANAMàVINFO¿åDATAQSTIÊåPNAM¾åTRDTKÍÍÍNAM1[Ici la radio de Tenpenny Tower, de la musique et des débats pour les gens qui voient loin.NAM2NAM3TCLT®åTCLT•åSCHRNEXTSCHRANAMàVDIALj]EDIDTPIntercomTenpenny2QSTI&1FULL.Tenpenny m'attend. J'emménage ici. PNAMHBDATAGRUPh]=INFO8ënDATAQSTI&1PNAMTRDT2ÍÍÍNAM1}Bien essayé ! Je connais tous les gens qui vivent ici, même les nouveaux. C'est mon boulot, et je le prends très au sérieux.NAM2NAM3TRDT2ÍÍÍNAM1“C'est aussi mon boulot de m'occuper de ceux que je considère comme une menace pour Mr Tenpenny ou ses biens. Vous pouvez rester là. Ça m'est égal.NAM2NAM3CTDA€?HyãCTDA€?®TCLTžôTCLTÜùTCLTÛùTCLTÚùSCHRNEXTSCHRDIAL‹]EDIDTPIntercomTenpenny1QSTI&1FULLOJ'ai une proposition pour Tenpenny. Laissez-moi entrer ou vous le regretterez.PNAMHBDATAGRUP]=INFOÖ ãnDATA…QSTI&1PNAMTRDT2ÍÍÍNAM1‹Une minute. Pas de précipitation. Si ce que vous avez à lui dire peut intéresser Tenpenny, j'imagine qu'il faut vous laisser votre chance.NAM2Speech Challenge (-1719165643)NAM3TRDT2ÍÍÍNAM1‰Mais en principe, c'est Mr Burke qui gère ses affaires. Si Tenpenny ne veut pas vous parler, vous feriez mieux de le laisser tranquille.NAM2Speech Challenge (-1719165643)NAM3TRDT ÍÍÍNAM1xSi vous ennuyez Mr Tenpenny ou un des habitants, je serai ravi de vous sortir par la peau du cul. On se comprend ? Bon.NAM2Speech Challenge (-1719165643)NAM3CTDA€?HyãCTDA€?®TCLTžôTCLTÜùTCLTÛùTCLTÚùSCHRNEXTSCHRSCDA rs 1 rs 1SCTXFset DialogueTenpenny.allowedIn to 1 set TenpennyGateRef.openGate to 1SCRO“SCROJ†KNAM»DNAMDIALt¦’EDIDTenpennyAllistairTenpennyQSTI“FULL2Je veux savoir des choses sur Allistair Tenpenny.PNAMHBDATAGRUPf¦’=²5ZINFO62% DATAQSTI“PNAM­’TRDT2ÍÍÍÍÍÍNAM1cUn vrai gentleman ne parle pas de lui. Mais j'espère que cete magnifique tour en dit long sur moi.NAM2NAM3CTDA€?HàVSCHRNEXTSCHRRNAM!Parlez-moi de vous, Mr Tenpenny.DIALh§’EDIDTenpennyTowerQSTI“FULL2Qu'est-ce qu'il y a à savoir sur Tenpenny Tower ?PNAMHBDATAGRUP`§’=²5ZINFOŒ3% DATAQSTI“PNAMÑ TRDTdÍÍÍÍÍÍNAM1„Certains disent que la Tenpenny Tower est le couronnement de mes activités. Mais non, mon cher ! Non, non ! Ce n'est que le début !NAM2NAM3CTDA€?HàVCTDA€?ƒSCHRNEXTSCHRRNAM4C'est une belle tour que vous avez là, Mr Tenpenny.INFOŒ4% DATAQSTI“PNAM3% TRDTdÍÍÍÍÍÍNAM1„Certains disent que la Tenpenny Tower est le couronnement de mes activités. Mais non, ma chère ! Non, non ! Ce n'est que le début !NAM2NAM3CTDA€?HàVCTDA€?ƒSCHRNEXTSCHRRNAM4C'est une belle tour que vous avez là, Mr Tenpenny.DIAL\Ÿ“EDIDTenpennyVendorQSTI“FULL%J'aimerais qu'on fasse des affaires.PNAMHBDATAGRUPªŸ“=²5ZINFOz ¨“DATAQSTI“PNAM§“TRDT2ÍÍÍNAM1KProfitez des remises de fin d'année, avec les compliments de Mr Tenpenny !NAM2NAM3CTDA€?HzCTDA AO“ SCHRNEXTSCHR SCDA srs SCTX.ShowBarterMenu DialogueTenpenny.ShakesDiscountSCRO“RNAM J'ai soif.DIALƒ†”EDIDRCAngelaPheromoneQSTIrÕFULLIJ'ai des phéromones de reine des fourmis qui pourraient faire l'affaire.PNAMHBDATAGRUPц”=INFOÚ T• DATAQSTIrÕPNAMTRDT2ÍÍÍNAM1GC'est vrai ? Oh, merci ! Je sais que je pourrai séduire Diego avec ça.NAM2NAM3SNAM‚ÚTRDT2ÍÍÍNAM17Ensuite, il devra m'épouser. Et nous vivrons heureux !NAM2NAM3CTDAOrÕCTDA`€?/h0CTDA€?H½VSCHRNEXTSCHRCSCDACR rn rs 1 rs G¢rnnSCTX¯Player.RemoveItem AntQueenPheromones 1 Set DialogueRivetCity.Pheromone to 1 Set DialogueRivetCity.DefrockDay to GameDaysPassed SetObjectiveCompleted PNOSuivitMiniQuetes 3 1SCROSCROh0SCROrÕSCRO9SCROINFO¯ ÷DATAQSTIrÕPNAMT•TRDT2ÍÍÍNAM1NOuais, c'est ça. Ça m'étonnerait que j'arrive à le rendre assez ivre pour ça.NAM2NAM3TRDT2ÍÍÍNAM1cJ'aimerais bien avoir des phéromones de fourmi. D'après Trinnie, ça rend fou n'importe quel homme.NAM2NAM3CTDA/h0CTDA€?H½VSCHRNEXTSCHR-SCDA-}r|r£rnnSCTXuPlayer.RemoveNote RCAngelaDiegoNote Player.AddNote RCAngelaDiegoNote2 SetObjectiveDisplayed PNOSuivitMiniQuetes 3 1SCROSCRO ÷SCRO¡÷SCRORNAM"Vous êtes une femme. Séduisez-le.DIALo¤ÍEDID!MQ05ScientistAnythingIShouldKnowQSTI‹NFULL&Des choses à savoir sur cet endroit ?PNAMHBDATAGRUPE¤Í=INFO©ÍDATAQSTI‹NPNAM¨ÍTRDT2ÍÍÍNAM1ƒÀ votre place, je n'approcherais pas de l'eau. Elle s'infiltre depuis le lac artificiel, ce qui veut dire qu'elle est radioactive.NAM2NAM3TRDT2ÍÍÍNAM1’En plus, s'il y a des fils dénudés lorsque le courant reviendra... vous risquez de prendre une sacrée châtaigne. Vous voyez ce que je veux dire ?NAM2NAM3CTDA€ŒB:‹NCTDA€?H£ÌSCHRNEXTSCHRDIALpN×EDIDMegCromwellChurchOfAtomQSTI1;FULL0Je veux savoir des choses sur l'Église d'Atome.PNAM BDATAGRUP-N×=INFOýY×DATAQSTI1;PNAMTRDT2ÍÍÍNAM1)Oui mon enfant, qu'aimeriez-vous savoir?NAM2NAM3CTDA€?Ho TCLT´×TCLT³×TCLT²×TCLT±×SCHRNEXTSCHRDIALrÎàEDIDMQ05GarzaLeaveBehindQSTI‹NFULL5On devrait peut-être l'abandonner. Il nous ralentit.PNAMHBDATAGRUPsÎà=INFOC Ôà DATA…QSTI‹NPNAMTRDT2medNAM1QVous avez peut-être raison. Très bien, je vais le lui dire et nous continuerons.NAM2Speech Challenge (-1719165643)NAM3TRDT2medNAM1Il faut faire vite.NAM2Speech Challenge (-1719165643)NAM3CTDA€?HÌVCTDA´B:‹NSCHRNEXTSCHR,SCDA,9 rnd rs  30nÎÿÿÿSCTXBSetStage MQ05 100 set MQ05.GarzaSit to 30 Player.RewardKarma -50SCROSCRO‹NKNAM»DNAMDIALN“åEDIDRadioTenpennyTalk3QSTIÊåFULLRadioTenpennyTalk3PNAMHBDATAGRUPø“å=INFOÈ»åDATAQSTIÊåPNAMTRDTKÍÍÍNAM1 C'était un truisme de Tenpenny.NAM2NAM3TCLT®åTCLF”åSCHRNEXTSCHRANAMàVDIALM•åEDIDRadioTenpennyTalk1QSTIÊåFULLRadioTenpennyTalkPNAMHBDATAGRUP•å=INFOå°åDATAQSTIÊåPNAMTRDTKÍÍÍNAM13Et voici l'heure d'un nouveau truisme de Tenpenny.NAM2NAM3TCLT”åTCLF&TCLF®åSCHRNEXTSCHRANAMàVINFOÙ³åDATAQSTIÊåPNAM°åTRDTKÍÍÍNAM1'Et maintenant, un truisme de Tenpenny.NAM2NAM3TCLT”åTCLF&TCLF®åSCHRNEXTSCHRANAMàVDIALN­åEDIDRadioTenpennySong2QSTIÊåFULLRadioTenpennySong2PNAMHBDATADIALN®åEDIDRadioTenpennySong1QSTIÊåFULLRadioTenpennySong1PNAMHBDATAGRUP¸®å=INFO¥¯åDATAQSTIÊåPNAMTRDT2ÍÍÍôVNAM1Song 1NAM2NAM3TCLF&TCLF“åSCHRNEXTSCHRINFO¯ŒšDATAQSTIÊåTPIC…šPNAM¯åTRDT2ÍÍÍùVNAM1Song 6NAM2NAM3TCLF&TCLF“åSCHRNEXTSCHRINFO¯‹šDATAQSTIÊåTPIC…šPNAMŒšTRDT2ÍÍÍøVNAM1Song 5NAM2NAM3TCLF&TCLF“åSCHRNEXTSCHRINFO¯ŠšDATAQSTIÊåTPIC…šPNAM‹šTRDT2ÍÍÍ÷VNAM1Song 4NAM2NAM3TCLF&TCLF“åSCHRNEXTSCHRINFO¯‰šDATAQSTIÊåTPIC­åPNAMŠšTRDT2ÍÍÍöVNAM1Song 3NAM2NAM3TCLF&TCLF“åSCHRNEXTSCHRINFO¯ÂåDATAQSTIÊåTPIC­åPNAM‰šTRDT2ÍÍÍõVNAM1Song 2NAM2NAM3TCLF&TCLF“åSCHRNEXTSCHRDIALOûEDID TLCerberus2QSTIªFULLDes infos sur Underworld ?PNAM BDATAGRUPƒû=ªINFOS 8ûDATAQSTIªPNAMTRDT2ÍÍÍÍÍÍNAM1—C'est une ville de goules pacifiques, alors laissez vos préjugés au vestiaire. Ces gens sont comme les humains : ils ont des sentiments, ils saignent.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1_Ils méritent le même amour et le même respect que les humains, tâchez de ne jamais l'oublier !NAM2NAM3TRDT2ÍÍÍÍÍÍNAM13Du moins, ils m'ont programmé pour que je le dise.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1šMoi, je pense que c'est une bande de zombies bouffés par des asticots et je les renverrais tous en enfer si je le pouvais, saleté d'inhibiteur de combat.NAM2NAM3CTDA€?Hê¸SCHRNEXTSCHRSCDA rs 1SCTX*set DialogueUnderworld.CerberusCombat to 1SCROªDIALXEDIDTenpennyGREETINGChoice3QSTI“FULLTenpennyGREETINGChoice3PNAMHBDATAGRUP=²5ZINFO£Ù)DATAQSTI“PNAMTRDTdÍÍÍÍÍÍNAM1zN'importe quoi ! Vous devez être aveugle ! Regardez ! Où dans les Terres désolées peut-on trouver pareille magnificence ?NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1J'ai eu la grande chance de tomber sur Mr Burke, un homme extraordinaire. Il est doué pour parvenir à ses fins, n'est-ce pas ?NAM2NAM3TRDTdÍÍÍÍÍÍNAM1{Ensuite, il a suffi de trouver les locataires ayant suffisamment de moyens. Le reste est, comme on dit, de la littérature.NAM2NAM3CTDA€?HàVSCHRNEXTSCHRRNAMEh. C'est pas mal, ici. INFO<DATAQSTI“PNAM;TRDT2ÍÍÍNAM1[Eh bien, comme je vous l'ai dit, asseyez-vous n'importe où sauf à la place de Mr Tenpenny.NAM2NAM3CTDA€?HìySCHRNEXTSCHRRNAMJe m'en moque.DIALXEDIDTenpennyGREETINGChoice2QSTI“FULLTenpennyGREETINGChoice2PNAMHBDATAGRUP=²5ZINFOîÝ)DATAQSTI“PNAMTRDT2ÍÍÍÍÍÍNAM1”Devez-vous être aussi caustique ? Allons, il a fallu beaucoup de travail pour transformer cette carcasse d'immeuble en quelque chose d'accueillant.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1{On m'y a aidé, bien sûr. Notamment Mr Burke, un homme extraordinaire. Il est doué pour parvenir à ses fins, n'est-ce pas ?NAM2NAM3TRDTdÍÍÍÍÍÍNAM1{Ensuite, il a suffi de trouver les locataires ayant suffisamment de moyens. Le reste est, comme on dit, de la littérature.NAM2NAM3CTDA€?HàVSCHRNEXTSCHRRNAMNVous n'avez pas construit cette tour, vous l'avez trouvée. Quelle prouesse...DIALXEDIDTenpennyGREETINGChoice1QSTI“FULLTenpennyGREETINGChoice1PNAMHBDATAGRUP=²5ZINFOÑì)DATAQSTI“PNAMTRDT2ÍÍÍÍÍÍNAM1•Il y a de quoi ! Quand j'ai vu cette tour à l'horizon, j'ai su ce que je devais faire ! J'ai engagé des hommes forts et nous l'avons remise en état.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1J'ai eu la grande chance de tomber sur Mr Burke, un homme extraordinaire. Il est doué pour parvenir à ses fins, n'est-ce pas ?NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1{Ensuite, il a suffi de trouver les locataires ayant suffisamment de moyens. Le reste est, comme on dit, de la littérature.NAM2NAM3CTDA€?HàVSCHRNEXTSCHRRNAM,Effectivement. Ça m'impressionne beaucoup !DIALuè)EDIDRCTopicMeiWongsProblemQSTIrÕFULL6Vous saviez que Mei Wong était une esclave en fuite ?PNAMHBDATAGRUP¼è)=INFOŒ ,DATAQSTIrÕPNAMNAMEj,TRDT2ÍÍÍNAM1Non. Intéressant.NAM2NAM3TRDT2ÍÍÍNAM1CÀ esclave donné, on ne regarde pas les dents. Voilà ce que je dis.NAM2NAM3CTDAT¿VCTDA€@OrÕCTDA€?HEçSCHRNEXTSCHRCSCDAC rs 2n8ÿÿÿ¢rnn¢rnnSCTXžSet DialogueRivetCity.MeiWongKnown to 2 Player.RewardKarma -200 SetObjectiveCompleted PNOSuivitMiniQuetes 6 1 SetObjectiveCompleted PNOSuivitMiniQuetes 7 0SCROSCROrÕSCRODIALƒê)EDIDRCMeiWongIntroductionQSTIrÕFULLEJe ne vais pas vous faire de mal. De quoi avez-vous tellement peur ?PNAMHBDATAGRUPê)=INFOî ø)DATAQSTIrÕPNAMNAMEè)TRDT2ÍÍÍNAM1>J'imagine que ça ne pose pas de problème que je vous le dise.NAM2NAM3TRDT2ÍÍÍNAM1pJ'ai été esclave. J'ai vu un négrier sur ce navire, il s'appelle Soeur. Je crains qu'il ne soit à ma poursuite.NAM2NAM3CTDATEçCTDA€?H¿VTCLTn,TCLTo,TCLT€„ SCHRNEXTSCHRASCDAA rs 1|r£rnn£rnnSCTX£Set DialogueRivetCity.MeiWongKnown to 1 Player.AddNote RCMeiWongNote SetObjectiveDisplayed PNOSuivitMiniQuetes 6 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 7 1SCROSCROrÕSCRO·„ SCRODIALxl,EDID RCMeiWongGunQSTIrÕFULLCVoilà 25 capsules. Vous pourriez peut-être vous acheter une arme ?PNAMHBDATAGRUP_l,= 1INFOí ‰, DATAQSTIrÕPNAMTRDT2ÍÍÍNAM1?Merci ! Je vais aller chez Flak & Shrapnel avant la fermeture.NAM2NAM3TRDT2 NAM1NJe n'ai rien à vous donner, mais je pense que je peux vous confier un secret.NAM2NAM3TRDT2ÏNAM1’Si vous allez au nord, il y a une planque secrète pour les esclaves appelée le Temple de l'Union. Les gens qui sont là-bas pourraient vous aider.NAM2NAM3CTDA€ÈB:™NCTDA`ÈA/CTDA€?H¿VSCHRNEXTSCHR^SCDA^ rs 6R rnnd¢rnn¢rnnUrSCTXÞSet DialogueRivetCity.MeiWongKnown to 6 Player.RemoveItem Caps001 25 Player.RewardKarma 100 SetObjectiveCompleted PNOSuivitMiniQuetes 7 1 SetObjectiveCompleted PNOSuivitMiniQuetes 6 0 ShowMap TempleOfTheUnionMapMarkerSCROSCROrÕSCROSCROSCRO 1INFO* iæ DATAQSTIrÕPNAM‰,TRDT2ÍÍÍNAM1?Merci ! Je vais aller chez Flak & Shrapnel avant la fermeture.NAM2NAM3CTDA`ÈA/CTDA€?H¿VSCHRNEXTSCHRFSCDAF rs 6R rn¢rnn¢rnnSCTX£Set DialogueRivetCity.MeiWongKnown to 6 Player.RemoveItem Caps001 25 SetObjectiveCompleted PNOSuivitMiniQuetes 7 1 SetObjectiveCompleted PNOSuivitMiniQuetes 6 0SCROSCROrÕSCROSCRODIAL…_AEDIDMQ01ThreeDogTaskCT03QSTI`YFULLHÇa a l'air risqué, mais je suis prêt(e) à tout pour retrouver mon père.PNAMHBDATAGRUP<_A=INFO Ç DATAQSTI`YPNAMrATRDT2ÍÍÍNAM1+C'EST risqué. Je ne vous mentirais jamais.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1_Mais il y a quelque chose derrière vos yeux qui hurle "Il n'y a que moi qui en suis capable !"NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1TVotre père avait le même regard. C'est la raison pour laquelle Three Dog vous aide.NAM2NAM3CTDA€?H‹$TCLT„aTCLTƒaTCLT{åSCHRNEXTSCHRDIALN×GEDIDMS16GomezTrouble3AQSTI£NFULLMS16GomezTrouble3APNAMHBDATAGRUP×G=²5ZINFOä #H DATAQSTI£NPNAMTRDTÍÍÍNAM1dJe devrais probablement t'arrêter et t'amener au Superviseur, mais je sais qu'il ne vaut mieux pas.NAM2NAM3TRDTÍÍÍNAM1ŽCertains de tes amis pensent qu'il faudrait ouvrir l'Abri. Je pense que ces rebelles aimeraient bien discuter avec toi. Surtout en ce moment.NAM2NAM3TRDT ÍÍÍNAM1oBon, si tu veux, tu peux t'en aller sans rien dire. Par respect pour ton père, je ne parlerai pas de ta venue.NAM2NAM3CTDA€?HÕ CTDA€?HWpSCHRNEXTSCHRSCDA9 rnSCTXsetStage MS16 30SCRO£NRNAMAlors, et maintenant ?DIALFMEDIDMS08GREETINGA1QSTI›NFULLMS08GREETINGA1PNAMHBDATAGRUPvM=²5ZINFOFM DATAQSTI›NPNAMNAMEÄ TRDT2ÍÍÍNAM1,Mmh... Comment décrire ça en mots simples ?NAM2NAM3TRDTKÍÍÍNAM1ˆEn matière de robots, vous ne connaissez que ces tas de boulons, ces M. Handshaker. Eh bien... un robot peut être beaucoup plus que ça.NAM2NAM3TRDT2ÍÍÍNAM1—Vous voyez, dans le Commonwealth, nous avons créé des hommes artificiels. Des humanoïdes synthétiques. Programmés pour penser et ressentir comme nous.NAM2NAM3TRDT ÍÍÍNAM1GEt... de temps en temps, ils s'égarent... dans tous les sens du terme.NAM2NAM3CTDA€?H¹VTCLTÿùTCLTMTCLTÄ TCLT MTCLT MTCLT MSCHRNEXTSCHRRNAM&Un objet égaré ? Quel genre d'objet ?DIAL|hREDID FF02FallsChurchLeaderGreeting1dQSTIÑsFULL4J'en ai assez entendu. Allons chercher votre homme.PNAMHBDATAGRUP$hR=INFO¾ |RDATAQSTIÑsPNAMTRDT2ÍÍÍNAM1…Excellent. On avancera doucement jusqu'à ce qu'on entre en contact avec les super mutants et on dégagera la zone devant le bâtiment.NAM2NAM3TRDT2ÍÍÍNAM1ŽUne fois qu'on contrôlera cet espace, on tiendra la position pendant que vous allez chercher l'initié. Ensuite, vous ressortez tous les deux.NAM2NAM3TRDT2ÍÍÍNAM1SVous recevrez votre récompense quand l'initié nous rejoindra. En vie. C'est parti.NAM2NAM3CTDA€?HUCTDA€?;Ñs SCHR,SCDA,9 rn  rs  1^^SCTXzsetstage FreeformDC 11 set FreeformDC.FallsChurchStage to 1 FallsChurchBoSLeader01REF.evp FallsChurchBoSLeader02REF.evpSCROUSCRO•USCROÑsNEXTSCHRSCDA£rn nSCTX-SetObjectiveDisplayed PNOSuivitMiniQuetes 9 1SCROINFO }RDATAQSTIÑsPNAM|RTRDT2ÍÍÍNAM1ŒExcellent. On avancera doucement jusqu'à ce qu'on entre en contact avec les super mutants. Ensuite, on dégagera la zone devant le bâtiment.NAM2NAM3TRDT2ÍÍÍNAM1ŽUne fois qu'on contrôlera cet espace, on tiendra la position pendant que vous allez chercher l'initié. Ensuite, vous ressortez tous les deux.NAM2NAM3CTDA€?HUSCHR,SCDA,9 rn  rs  1^^SCTXzsetstage FreeformDC 11 set FreeformDC.FallsChurchStage to 1 FallsChurchBoSLeader01REF.evp FallsChurchBoSLeader02REF.evpSCROUSCRO•USCROÑsNEXTSCHRSCDA£rn nSCTX-SetObjectiveDisplayed PNOSuivitMiniQuetes 9 1SCRODIALUpaEDIDCG04AmataStartA2B1C1QSTI†NFULLOh, mon Dieu... Ça va ?PNAMHBDATAGRUPpa=INFOÖza DATAQSTI†NPNAMTRDTÍÍÍNAM1mOuais. Ne t'en fais pas pour moi. Et désolée que tu l'aies appris comme ça. Je sais que Jonas était ton ami.NAM2NAM3TRDT2ÍÍÍNAM1YMais il faut qu'on y aille. Les hommes de mon père vont être là d'une minute à l'autre !NAM2NAM3CTDA€?HÝ0TCLT$ÃTCLTclTCLT`lTCLT_lTCLT^lSCHRNEXTSCHRDIALc¿iEDIDMQ04Betty1Q4WhatHaveYouDoneQSTIŠNFULLQu'est-ce que tu lui as fait ?PNAMHBDATAGRUPã¿i=INFO³ÛiDATAQSTIŠNPNAMTRDT2ÍÍÍNAM1BÀ ta place, je m'occuperais davantage de mon sort pour l'instant.NAM2NAM3TRDT2ÍÍÍNAM1En outre, plus de questions pour le moment. Nous en reparlerons peut-être plus tard. Avant, j'ai autre chose à te faire faire.NAM2NAM3CTDA€?HœDTCLT:kTCLT fSCHRNEXTSCHRDIALaEDIDMQ04JanetSPEECHCHALLENGEQSTIŠNFULLNDésolé(e) de vous dire ça, mais j'ai vu votre mari embrasser une autre femme.PNAM–BDATAGRUPa=INFO× bDATA…QSTIŠNPNAMTRDT2ÍÍÍNAM1pC'est cette Martha Simpson, n'est-ce pas ? Je le savais ! C'est terminé. J'en ai assez des mensonges de Roger !NAM2Speech Challenge (-1719165643)NAM3CTDA€?HŸDCTDAÈA:ŠNSCHRNEXTSCHRSCDA rs  1^SCTX1set MQ04.Task2Complete to 1 JanetRockwellRef.EVPSCRO•PSCROŠNKNAM»DNAMDIALhsEDIDMS06LincolnsHeadQSTI™NFULL/Qu'est-ce que c'est que cette tête de pierre ?PNAMHBDATAGRUP½s=INFO¡DATAQSTI™NPNAM TRDT2ÍÍÍNAM1{C'est Lincoln, madame. C'est Hannibal qui l'a trouvée. Il veut la remettre en place, madame. Je ne comprends pas pourquoi.NAM2NAM3CTDA€zD^CTDA€ÈB:™NCTDA€?FCTDA€?HÒ9SCHRNEXTSCHRDIALb/¹EDIDMS18ButcherCT07QSTI¥NFULL*On dirait que l'ascenseur ne marche plus.PNAMHBDATAGRUP·/¹=INFO‡=¹DATAQSTI¥NPNAMTRDT2ÍÍÍÍÍÍNAM1hVous avez raison. Ce qu'il nous faut, c'est de quoi alimenter le moteur ici et mettre ce truc en route.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1ƒEn montant, je suis à peu près sûr qu'on est passés devant un local de maintenance. Dedans, il y avait une carcasse de Protectron.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1dSi vous pouvez m'apporter sa pile à fission, je pourrai demander à Donovan de bricoler l'ascenseur.NAM2NAM3CTDA€?Hx•TCLT*¹TCLT,¹TCLT+¹TCLTSCHRNEXTSCHRDIALF'ÂEDIDTranqLaneTalk1QSTIŠNFULLTranqLaneTalk1PNAMHBDATAGRUP§'Â=INFOw°DATAQSTIŠNPNAM¯TRDT2ÍÍÍNAM1•Mabel, dis-moi... Tu as vu le nouveau catalogue RobCo ? Je me suis dit que ça pourrait t'intéresser, puisque tu n'as pas l'air d'aimer ton Mr Handy.NAM2NAM3CTDA€?H¡DCTDA€?H£DTCLT(ÂTCLFÒSCHRNEXTSCHRDIAL>+ÍEDID CherryQuitQSTI[¿FULL CherryQuitPNAMHBDATADIALM.ÍEDIDDukovRivetCityYesQSTI[¿FULLRivet City, alors.PNAMHBDATAGRUPž.Í=INFOn BÍDATAQSTI[¿PNAMTRDT2ÍÍÍÍÍÍNAM1ZLaisse-moi préparer mes bagages. Oh, attends ! Mais je n'en ai pas ! Allez, tirons-nous.NAM2NAM3CTDA€?H!®SCHRNEXTSCHR]SCDA] rs6 0 == rs 1 rs5 2 rf G£rn nSCTXÍIf MS14.CherryOffer == 0 Set DialogueDukovsPlace.CherryGone to 1 Else Set MS14.StealDukovKey to 2 EndIf Set CherryRef.DayStart to GameDaysPassed SetObjectiveDisplayed PNOSuivitMiniQuetes 12 1SCRO¡NSCRO[¿SCRO"®SCRO9SCRODIALDˆÒEDIDMS03TaskBeginQSTI–NFULLMS03TaskBeginPNAMŒBDATAGRUPæˆÒ=²5ZINFOÊ#ç DATAQSTI–NPNAM¢½TRDT2ÍÍÍNAM1cJ'aimerais bien connaître les débuts d'une localité ayant connu un grand succès, comme Rivet City.NAM2NAM3TRDT2ÍÍÍNAM1•Il faut aussi prévoir une partie sur l'électronique des vieux ordinateurs, alors il faudra faire des recherches dans le site de production de RobCo.NAM2NAM3CTDAO–NCTDAO–NCTDA€@O–NCTDA€?O–NCTDA€?HÀÓTCLTyÒTCLT‰ÒTCLT‹ÒSCHRNEXTSCHRRNAMHJe suis d'accord pour continuer les recherches sur le dernier chapitre.INFOÈ$ç DATAQSTI–NPNAM#çTRDT2ÍÍÍNAM1cJ'aimerais bien connaître les débuts d'une localité ayant connu un grand succès, comme Rivet City.NAM2NAM3TRDT(ÍÍÍNAM1“Et il y avait une grande bibliothèque là-bas. Imaginez, un bâtiment rempli de livres ! Il faut que vous alliez chercher des informations pour moi.NAM2NAM3CTDAO–NCTDA€@O–NCTDAO–NCTDA€?O–NCTDA€?HÀÓTCLTyÒTCLTŠÒTCLT‹ÒSCHRNEXTSCHRRNAMHJe suis d'accord pour continuer les recherches sur le dernier chapitre.INFOô%ç DATAQSTI–NPNAM$çTRDT2ÍÍÍNAM1Il faut prévoir une partie sur l'électronique des vieux ordinateurs, alors il faudra faire des recherches dans le site de production de RobCo.NAM2NAM3TRDT(ÍÍÍNAM1“Et il y avait une grande bibliothèque là-bas. Imaginez, un bâtiment rempli de livres ! Il faut que vous alliez chercher des informations pour moi.NAM2NAM3CTDA€@O–NCTDAO–NCTDAO–NCTDA€?O–NCTDA€?HÀÓTCLT‰ÒTCLTŠÒTCLT‹ÒSCHRNEXTSCHRRNAMHJe suis d'accord pour continuer les recherches sur le dernier chapitre.DIALRŠÒEDIDMS03TaskDescription3QSTI–NFULLMS03TaskDescription3PNAMHBDATAGRUP›ŠÒ=²5ZINFOk ÁDATAQSTI–NPNAMçTRDTÍÍÍÍÍÍNAM1wOh, ça me ferait gagner du temps, c'est sûr. Mais je pense que ce livre ne parlerait pas des explosions de rataupes...NAM2NAM3TRDTÍÍÍÍÍÍNAM1xLe savoir se trouvait dans les livres et les livres dans des bibliothèques. Et il est censé y en avoir une à Arlington.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1‘Voyez si elle existe toujours et si vous pouvez télécharger son catalogue informatique. De telles données aideraient à reconstruire l'humanité !NAM2NAM3CTDA€?O–NCTDAO–N9CTDAO–NCTDA€?HÀÓTCLTºTCLTºTCLTŒ§SCHRNEXTSCHRRNAMQJe peux aller à la bibliothèque. Peut-être a-t-on déjà écrit un livre du genre ?DIAL„ àEDIDFFDCScribeJamesonDogtagQ4QSTIÑsFULLBQuelle sera ma récompense si je rapporte ces plaques d'identité ?PNAMHBDATAGRUPd à=INFO4 àDATAQSTIÑsPNAMTRDT2ÍÍÍÍÍÍNAM1oNous avons accès à de nombreuses technologies et, par conséquent, nous continuons à produire certaines choses.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1Je pourrai vous donner des capsules pour les plaques que vous me rapporterez mais, de temps à autre, j'aurai quelque chose de plus intéressant.NAM2NAM3CTDA€?HÐ_SCHRNEXTSCHRSCDA£rn nSCTX.SetObjectiveDisplayed PNOSuivitMiniQuetes 11 1SCRODIAL}ƒéEDIDAndaleOldManHarrisGreeting1aQSTIwãFULL8Vous savez, il y a quelque chose de "bizarre" chez eux.PNAMHBDATAGRUP÷ƒé=²5ZINFOÇÂéDATAQSTIwãPNAMTRDT2ÍÍÍNAM1ˆNon ! Enfin... si, mais c'est un piège. Vous ne savez rien ? Ce numéro sur votre dos, ça veut dire que vous venez de sortir d'un abri ?NAM2NAM3TRDT2ÍÍÍNAM1Presque tous les gens des Terres désolées évitent Andale, et pas sans raison. Ceux qui s'aventurent là-bas n'en reviennent pas. NAM2NAM3CTDA€?H©šCTDAOwãCTDA€?¶CCTDA€?¶º%CTDA€?¶ÝËTCLTéTCLT~éSCHRNEXTSCHRRNAM>Eh bien, je n'ai parlé à personne d'autre. Ils sont amicaux ?DIALpùéEDIDMS18FinReillyCT10QSTI÷èFULL6Tant que j'aurai des capsules, vous aurez vos cartes.PNAMHBDATAGRUPôùé=INFOÄ êDATAQSTI÷èPNAMTRDT2ÍÍÍNAM1ƒTenez, prenez ce géocartographieur. Ne le perdez pas. Il a fallu un an à Donovan pour développer ça et on n'en a que quelques-uns.NAM2NAM3TRDT2ÍÍÍNAM1’Il déchargera automatiquement toutes les données cartographiques de votre Pip-Boy. À votre retour, j'en extrairai les données et je vous paierai.NAM2NAM3CTDA€?HñVSCHRNEXTSCHR3SCDA3 rs 1 rn£rnnSCTXjSet MS18Fin.Mission to 1 Player.AddItem MS18FinGeomapper 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 8 1SCROSCRO÷èSCROM SCRODIALvúéEDIDMS18FinReillyCT09QSTI÷èFULL<Ça marche. Je vais en localiser le plus possible pour vous.PNAMHBDATAGRUPôúé=INFOÄ ê DATAQSTI÷èPNAMTRDT2ÍÍÍNAM1ƒTenez, prenez ce géocartographieur. Ne le perdez pas. Il a fallu un an à Donovan pour développer ça et on n'en a que quelques-uns.NAM2NAM3TRDT2ÍÍÍNAM1’Il déchargera automatiquement toutes les données cartographiques de votre Pip-Boy. À votre retour, j'en extrairai les données et je vous paierai.NAM2NAM3CTDA€?HñVSCHRNEXTSCHR3SCDA3 rs 1 rn£rnnSCTXjSet MS18Fin.Mission to 1 Player.AddItem MS18FinGeomapper 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 8 1SCROSCRO÷èSCROM SCRODIALGëEDIDMS01QuestHookA2QSTI”NFULLMS01QuestHook2PNAMHBDATAGRUPÔë=²5ZINFO¤*ëDATAQSTI”NPNAM)ëTRDTdÍÍÍÍÍÍNAM1‘Attendez ! Je n'ai jamais dit ça. Mais je sais que personne n'est assez bête pour aller à Germantown. Pourquoi, vous pensez pouvoir les sauver ?NAM2NAM3CTDA€?HlyTCLT ëTCLT ëTCLT ëTCLT–$SCHRNEXTSCHRRNAM9Si vous vous moquez de vos amis, je ne les sauverai pas.DIAL`ìEDIDAndaleHelloResponseShortJuniorQSTIxãFULLAndaleHelloResponseShortPNAMHBDATAGRUP,ì=INFOë•ìDATAQSTIxãPNAMìTRDT2ÍÍÍNAM1B'jour, Mr Wilson.NAM2NAM3CTDA€?H¤šCTDA€?H£šTCLFÒSCHRNEXTSCHRINFOù–ìDATA#QSTIxãPNAM•ìTRDT2ÍÍÍNAM1!Content de vous voir, Mr Wilson.NAM2NAM3CTDA€?H¤šCTDA€?H£šTCLFÒSCHRNEXTSCHRDIALVfEDIDUnderworldTalkAhzurkhalDrugs4QSTI­FULLUnderworldTalk4PNAMHBDATAGRUPf=INFOnDATAQSTI­PNAMTRDT2ÍÍÍNAM13Oh, merci ! Merci, Mr Ahzrukhal ! Merci beaucoup !NAM2NAM3CTDA€?H÷VCTDA€?G'TCLTU+TCLFgSCHRNEXTSCHRINFOUoDATAQSTI­PNAMnTRDT2ÍÍÍNAM1sOh, Mr Ahzrukhal ! Je ne pourrai jamais assez vous remercier ! Ça... ça a été tellement dur, ces derniers temps...NAM2NAM3CTDA€?H÷VCTDA€?G'TCLTU+TCLFgSCHRNEXTSCHRINFO<pDATA"QSTI­PNAMoTRDT2ÍÍÍNAM1ZJe... je vais essayer d'attendre. Vous êtes bon avec nous, Mr Ahzrukhal. Vraiment. Merci.NAM2NAM3CTDA€?H÷VCTDA€?G'TCLTU+TCLFgSCHRNEXTSCHRDIALq~EDIDRDTopicCountVotesQSTIÈFULL7On dirait que les votes sont comptés, M. le président.PNAMHBDATAGRUP“~=INFOc ˆDATAQSTIÈPNAM]yTRDT2ÍÍÍNAM1]Bien, le vote est terminé. Si vous voulez bien m'excuser, je vais procéder au dépouillement.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1•Oh, oui, j'allais oublier. Voilà vos capsules. Continuez comme ça et je daignerai peut-être vous accorder le statut de citoyen dans quelques années.NAM2NAM3CTDA€?H˜šCTDA` @5³CTDA5ž¸TCLT~TCLT8-TCLT3 TCLT2 TCLT, TCLT´SCHRNEXTSCHRMSCDAM rs 1R rn rn^¢rnnSCTX’set DaveRef.votestatus to 1 DaveRef.removeitem caps001 25 Player.additem caps001 25 DaveRef.evp SetObjectiveCompleted PNOSuivitMiniQuetes 18 1SCROž¸SCROSCROSCRODIALm8-EDIDRDTopicRoundUpQSTIÈFULL6Je peux vous aider pour l'élection, M. le président ?PNAMHBDATAGRUP%8-=INFOõ ;- DATAQSTIÈPNAMNAMEwTRDT2ÍÍÍNAM1zBien sûr, pourquoi pas ? Le peuple a tendance à attendre la dernière minute pour voter, mais j'aimerais en terminer vite.NAM2NAM3TRDT2ÍÍÍNAM1ˆJe vous donnerai quelques capsules si vous dites à tous les adultes de venir au bureau de vote afin que je puisse célébrer ma victoire.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1dMais je ne m'inquiète pas pour autant. Le peuple sait qui est son dirigeant, dans cette République.NAM2NAM3CTDA€?H˜šSCHRNEXTSCHRSCDA£rnnSCTXL;AddNote FFRoDElectionNote SetObjectiveDisplayed PNOSuivitMiniQuetes 18 1 SCRODIAL~Ñ/EDID+UnderworldTalkGhoulAhzurkhalDrinkResponse1QSTI­FULL+UnderworldTalkGhoulAhzurkhalDrinkResponse1PNAMHBDATAGRUP=Ñ/=INFO 0DATAQSTI­PNAM0TRDT2ÍÍÍNAM1Oui, Mr Ahzrukhal.NAM2NAM3CTDA€?C¯¯CTDA€?G'CTDA€?G'TCLFÒSCHRNEXTSCHRDIALz®pEDIDUnderworldWinthropJob1AcceptQSTIÚsFULL5Bien sûr, Winthrop. Je pense que je peux vous aider.PNAMHBDATAGRUP‹®p=INFO[ ãpDATAQSTIÚsPNAMTRDT2ÍÍÍNAM1jEh bien, d'accord. Ça me réchauffe le coeur. Revenez me voir quand vous aurez trouvé un peu de ferraille.NAM2NAM3TRDT2ÍÍÍNAM1nVous en trouverez partout : sur des robots cassés, des vieilles voitures, dans de vieux bâtiments, partout...NAM2NAM3CTDA€?HîVSCHRNEXTSCHR!SCDA! rs 1£rnnSCTXdset DialogueUnderworld.PlayerAcceptedWinthropJob to 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 2 1SCROªSCRODIALD[ƒEDIDLLFungusDeal1QSTIy…FULLLLFungusDeal1PNAMHBDATAGRUPq[ƒ=²5ZINFOA pƒDATAQSTIy…PNAMTRDT2ÍÍÍÍÍÍNAM1COuais, je parie que tu sais tout des "champignons de ma caverne". NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1|Mais les champi de grotte, oui. Ils sont bons à bouffer et bons pour la santé. C'est grâce à eux qu'on a survécu jusqu'ici.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1gAlors, tu voudrais un peu de ce vert-de-gris, hein ? Ça peut se négocier. Tu offres quoi, en échange ?NAM2NAM3CTDA €?Oy…CTDA€?Oy…CTDA€?H¬VTCLTZƒTCLTYƒTCLTXƒSCHRNEXTSCHRSCDA rs  1SCTX2set DialogueLilLamplight.SpeechChallengeCheck to 1SCROy…RNAMMOn m'a parlé des champignons de cette caverne et j'aimerais faire un marché.DIALlj‰EDIDMegFFWalterHelpPipes1QSTIØsFULL.Qu'est-ce que je peux faire pour vous aider ?PNAMHBDATAGRUP‰ j‰=INFOq ‚‰DATAQSTIØsPNAMTRDT2ÍÍÍÍÍÍNAM1—Eh ben, la vieille usine de traitement de l'eau est au bout du rouleau, ce n'est pas un secret. Et je suis le seul en ville à savoir la faire marcher.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1zJe passe tellement de temps à l'usine que je ne peux pas m'occuper des fuites qui apparaissent dans les tuyaux, en ville.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1ŠBon, je n'attends pas grand-chose des étrangers, mais si vous avez le savoir-faire, j'aurais besoin de quelqu'un pour réparer ces fuites.NAM2NAM3CTDAOØsCTDAOØsCTDA€?Hd TCLT¸‰TCLT·‰TCLT¶‰SCHRNEXTSCHRNSCDAN rs 1ÌnÌnÌn£rnnSCTXØset FreeformMegaton.WalterAskedPlayerForHelp to 1 MegatonLeakingPipe01REF.SetDestroyed 0 MegatonLeakingPipe02REF.SetDestroyed 0 MegatonLeakingPipe03REF.SetDestroyed 0 SetObjectiveDisplayed PNOSuivitMiniQuetes 0 1SCROõLSCROLSCROMSCROØsSCROINFOÐ †‰ DATAQSTIØsPNAM…‰TRDT2ÍÍÍÍÍÍNAM1{Eh ben, ça alors... La pression est remontée. On dirait que toutes les fuites ont été réparées. Merci beaucoup, vraiment !NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1•Mais, bon, ce n'est qu'une question de temps avant que ça recommence et je risque de ne pas avoir quelqu'un pour réparer. Je vous propose un marché.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1vJe vous donnerai des capsules pour la ferraille que vous m'apporterez. On en trouve partout dans les Terres désolées.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1dSi je réussis à me faire un bon stock de métal, je pourrai maintenir l'usine et les tuyaux en état.NAM2NAM3CTDA€?OØsCTDA€?OØsCTDA€?Hd TCLTµ‰TCLT´‰SCHRNEXTSCHRMSCDAM rs 09 rndwnd¢rnn£rnnSCTX»set FreeformMegaton.WalterAskedPlayerForHelp to 0 SetStage FreeformMegaton 100 RewardXP 100 SetObjectiveCompleted PNOSuivitMiniQuetes 0 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 1 1SCROØsSCRORNAMLes tuyaux sont tous réparés.DIALl³‰EDIDMegFFWalterBuyPartsALLKarmaQSTIØsFULL(Prenez toute ma ferraille gratuitement.PNAMHBDATADIALZ¹‰EDIDMegFFWalterBuyPartsALLQSTIØsFULLPrenez toute ma ferraille.PNAMHBDATADIALi””EDIDPFGrouseGreetingInitial1QSTI NQSTIx…FULLParadise Falls ? C'est quoi ?PNAMHBDATAGRUP~””=INFO5Ÿ”DATAQSTI NPNAMTRDT2ÍÍÍNAM1…Tu rigoles ? Tu n'as jamais entendu parler de Paradise Falls ? Oh, c'est vrai. La tenue. Tu viens de sortir d'un abri, hein ? Super.NAM2NAM3TRDT2ÍÍÍNAM1ŠMerde, tu as de la chance de ne pas être dans un enclos. Je n'arrive pas à le croire. Bon, Paradise Falls, c'est la planque des négriers.NAM2NAM3TRDT2ÍÍÍNAM1zLà-bas, on vend les esclaves qu'on a capturés. Alors, si vous n'avez pas l'intention d'acheter ou de vendre, cassez-vous.NAM2NAM3CTDA€?H˜VCTDA€?¶CCTDA€?¶º%CTDA€?¶ÝËCTDA€?¶.TCLT‘”TCLT”SCHRNEXTSCHRINFO ”DATAQSTI NPNAMŸ”TRDT2ÍÍÍNAM1•Tu rigoles ? Tu n'as jamais entendu parler de Paradise Falls ? Tu viens de sortir d'un abri ou quoi ? Paradise Falls, c'est la planque des négriers.NAM2NAM3TRDT2ÍÍÍNAM1zLà-bas, on vend les esclaves qu'on a capturés. Alors, si vous n'avez pas l'intention d'acheter ou d'vendre, cassez-vous. NAM2NAM3CTDA€?H˜VTCLT‘”TCLT”SCHRNEXTSCHRDIAL\ÍÛEDIDMS11LucasSimmsSayToPlayerQSTIžNFULLMS11LucasSimmsSayToPlayerPNAMHBDATAGRUPÍÍÛ=INFOfDATAQSTIžNPNAMTRDT2ÍÍÍNAM1‹Eh ben, ça alors ! Vous venez de cet abri ! L'Abri 101 ! Ha ha ! Ça faisait bien longtemps que je n'avais pas vu une de ces combinaisons !NAM2NAM3CTDA€?H` CTDA€?¶CCTDA€?¶º%CTDA€?¶ÝËSCHRNEXTSCHRDIALSl!EDIDFFOutcastsGreeting1CQSTI˜FULLMS07OutcastGreeting1CPNAMHBDATAGRUPml!=²5ZINFO=7eDATAQSTI˜PNAMÞ=TRDTÍÍÍÍÍÍNAM1ŠOuais, le rouge n'irait pas avec tout ce marron. Mais si on refait la déco et qu'on a besoin d'un cadavre, on vous fera signe, d'accord ?NAM2NAM3TRDT ÍÍÍÍÍÍNAM1€Je suis le défenseur Anne Marie Morgan des Dissidents. Contente de voir qu'il y a au moins quelqu'un à la hauteur dans le coin.NAM2NAM3CTDA€?Hë=SCHRNEXTSCHRRNAMOJe ne veux pas que mon cadavre gâche le paysage. Il jurerait avec les rideaux.DIAL^YiEDIDMQ03HarknessGreetLeaveQSTI‰NFULLOn laisse tomber, je me casse.PNAMHBDATAGRUPæYi=rÕINFO¶ ^iDATAQSTI‰NPNAMTRDT2ÍÍÍÍÍÍNAM1XMerci de votre visite à Rivet City. Et rappelez-vous que rien ne vous oblige à revenir.NAM2NAM3CTDA€?HªVSCHRNEXTSCHR9SCDA9 X:r 10 ==9 rn rs 1SCTXYif ( GetStage MQ03 == 10 ) SetStage MQ03 20 endif Set DialogueRivetCity.SafeEntry to 1SCRO‰NSCROrÕDIALG"ºEDIDMS03TaskAccept1QSTI–NFULLMS03TaskAcceptPNAMHBDATAGRUP¦"º=²5ZINFOv =ºDATAQSTI–NPNAM% TRDT2ÍÍÍÍÍÍNAM1qCe sera facile. Une pression sur l'applicateur et ça les met mal à l'aise. Ensuite, ils disparaissent aussitôt !NAM2NAM3TRDTÍÍÍÍÍÍNAM1Vous pouvez essayer sur quelques rataupes, mais pour un vrai test, il en faut une dizaine. Il y en a des tas dans les égouts tièdes du centre.NAM2NAM3CTDA€?O–N CTDAO–NCTDA€?HÀÓSCHRNEXTSCHR SCDA  rs 1 rnUr£rn(n£rn,nrs8 G 1 +£rnn£rn&n£rnDnSCTXJSet MS03.MS03b1 to 1 player.AddItem MS03Repellent 1 player.showmap TepidSewersMapMarker SetObjectiveDisplayed MS03 40 1 SetObjectiveDisplayed MS03 44 1 Set MS03.MS03b1Start to GameDaysPassed + 1 ;Remove "guidance" Objectives SetObjectiveDisplayed MS03 5 0 SetObjectiveDisplayed MS03 38 0 SetObjectiveDisplayed MS03 68 0SCROSCRO–NSCRO·ÓSCROØåSCRO9RNAM&Je vais tester le répulsif pour vous.DIALkYNEDIDUnderworldSnowflakeStoryQSTIªFULL*Comment une goule devient-elle coiffeur ?PNAMHBDATAGRUPYN=INFOê]NDATAQSTIªPNAMTRDT2 Sot eNAM1TJe préfère "visagiste", mais comme vous voulez. Tout le monde a un don, vous savez.NAM2NAM3TRDT2 Sot eNAM1‘J'ai vécu à Rivet City. Les gens y ont de l'argent, je gagnais bien ma vie. Mais après mon, euh... changement... je n'ai plus eu un seul client.NAM2NAM3TRDT2 Sot eNAM1J'ai fini ici. Bien sûr, une goule tenant un salon de coiffure, c'est un peu comme un phoque essayant de faire du vélo, alors...NAM2NAM3TRDT2ÿÿNAM1BJ'ai pris du Jet. Au moins, ça fait passer le temps, vous voyez ?NAM2NAM3CTDA€?H‘NSCHRNEXTSCHRDIALFôzEDIDRadioGNRMusic2QSTI†$FULLRadioGNRMusic2PNAMHBDATAGRUPPôz=†$INFO0 ÿ† DATA QSTI†$PNAMTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA@O†$ TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Ink Spots -- I Don't Want...NEXTSCHRVSCDAVrs rsrs rsrs rs rs 12 rs  0SCTXMset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO& ‡ DATA QSTI†$PNAMÿ† TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Ink Spots -- MaybeNEXTSCHRVSCDAVrs rsrs rsrs rs rs 11 rs  0SCTXMset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO- ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Bob Crosby -- Happy TimesNEXTSCHRVSCDAVrs rsrs rsrs rs rs 10 rs  0SCTXMset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO- ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Bob Crosby -- Way Back HomeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 9 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO+ ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Roy Brown -- Butcher PeteNEXTSCHRUSCDAUrs rsrs rsrs rs rs 8 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO0 ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Roy Brown -- Mighty Mighty ManNEXTSCHRUSCDAUrs rsrs rsrs rs rs 7 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO4 ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX#;Billy Holiday -- Crazy He Calls MeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 6 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO. ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Billy Holiday -- Easy LivingNEXTSCHRUSCDAUrs rsrs rsrs rs rs 5 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX ;Danny KayeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 4 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO! ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX;Ella FitzgeraldNEXTSCHRUSCDAUrs rsrs rsrs rs rs 3 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO ‡ DATA QSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$TCLTÏÈTCLFõzTCLF1VSCHRSCTX ;Tex BenekeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 2 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO ‡ DATA*QSTI†$PNAM ‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$CTDA€?O†$ TCLTÏÈTCLFõzTCLF1VSCHRSCTX ;Cole PorterNEXTSCHRUSCDAUrs rsrs rsrs rs rs 1 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFOR ‡ DATAQSTI†$PNAM ‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA@AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$TCLFözSCHRNEXTSCHRdSCDAd rs 0 rs  0rs rsrs rsrs rs rs 12SCTXvset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12SCRO†$INFOR ‡ DATAQSTI†$PNAM ‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA@O†$ CTDA0AO†$TCLFözSCHRNEXTSCHRdSCDAd rs 0 rs  0rs rsrs rsrs rs rs 11SCTXvset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11SCRO†$INFOR ‡ DATAQSTI†$PNAM ‡ TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA@O†$ CTDA AO†$TCLFözSCHRNEXTSCHRdSCDAd rs 0 rs  0rs rsrs rsrs rs rs 10SCTXvset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10SCRO†$INFOP ‡ DATAQSTI†$PNAM ‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA@O†$ CTDAAO†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 9SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA@O†$ CTDAAO†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 8SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA@O†$ CTDAà@O†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 7SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA@O†$ CTDAÀ@O†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 6SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA@O†$ CTDA @O†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 5SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA@O†$ CTDA€@O†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 4SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA@O†$ CTDA@@O†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 3SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3SCRO†$INFOP ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$CTDA@O†$ CTDA@O†$TCLFözSCHRNEXTSCHRcSCDAc rs 0 rs  0rs rsrs rsrs rs rs 2SCTXuset RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2SCRO†$INFOb ‡ DATAQSTI†$PNAM‡ TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA@O†$ CTDA€?O†$TCLFözSCHRSCTX ;Cole PorterNEXTSCHRcSCDAcrs rsrs rsrs rs rs 1 rs 0 rs  0SCTXuset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1 set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$DIALFõzEDIDRadioGNRMusic1QSTI†$FULLRadioGNRMusic1PNAMHBDATAGRUPt½õz=†$INFO‚ {DATAQSTI†$PNAMTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA@AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$8CTDA @AO†$9CTDA @AO†$:CTDA @AO†$;TCLTõzTCLT1VTCLFözSCHRNEXTSCHR°SCDA° rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 12SCTX¾set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12SCRO†$INFO‚ {DATAQSTI†$PNAM{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$8CTDA 0AO†$9CTDA 0AO†$:CTDA 0AO†$;CTDAO†$ CTDA0AO†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR°SCDA° rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 11SCTX¾set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11SCRO†$INFO‚ {DATAQSTI†$PNAM{TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;CTDAO†$ CTDA AO†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR°SCDA° rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 10SCTX¾set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10SCRO†$INFO€ {DATAQSTI†$PNAM{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;CTDAO†$ CTDAAO†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 9SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9SCRO†$INFO€ {DATAQSTI†$PNAM{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;CTDAO†$ CTDAAO†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 8SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8SCRO†$INFO€ {DATAQSTI†$PNAM{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$8CTDA à@O†$9CTDA à@O†$:CTDA à@O†$;CTDAO†$ CTDAà@O†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 7SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7SCRO†$INFO€ {DATAQSTI†$PNAM{TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$8CTDA À@O†$9CTDA À@O†$:CTDA À@O†$;CTDAO†$ CTDAÀ@O†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 6SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6SCRO†$INFO€ {DATAQSTI†$PNAM{TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$8CTDA  @O†$9CTDA  @O†$:CTDA  @O†$;CTDAO†$ CTDA @O†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 5SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5SCRO†$INFO€ !{DATAQSTI†$PNAM {TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$8CTDA €@O†$9CTDA €@O†$:CTDA €@O†$;CTDAO†$ CTDA€@O†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 4SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4SCRO†$INFO€ "{DATAQSTI†$PNAM!{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$8CTDA @@O†$9CTDA @@O†$:CTDA @@O†$;CTDAO†$ CTDA@@O†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 3SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3SCRO†$INFO€ #{DATAQSTI†$PNAM"{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$8CTDA @O†$9CTDA @O†$:CTDA @O†$;CTDAO†$ CTDA@O†$TCLTõzTCLT1VTCLFözSCHRNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 2SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2SCRO†$INFO’ ${DATAQSTI†$PNAM#{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$8CTDA €?O†$9CTDA €?O†$:CTDA €?O†$;CTDAO†$ CTDA€?O†$TCLTõzTCLT1VTCLFözSCHRSCTX ;Cole PorterNEXTSCHR¯SCDA¯ rs 0 rs  1rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 1SCTX½set RadioGalaxyNewsQuest.SongIntro to 0 set RadioGalaxyNewsQuest.SongsPlayed to 1 set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1SCRO†$INFO Z¥DATA QSTI†$PNAMY¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Ink Spots -- I Don't Want...NEXTSCHR«SCDA«rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 12rs rs 1 +SCTX¼set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOþ [¥DATA QSTI†$PNAMZ¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Ink Spots -- MaybeNEXTSCHR«SCDA«rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 11rs rs 1 +SCTX¼set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO \¥DATA QSTI†$PNAM[¥TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Bob Crosby -- Happy TimesNEXTSCHR«SCDA«rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 10rs rs 1 +SCTX¼set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO ]¥DATA QSTI†$PNAM\¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Bob Crosby -- Way Back HomeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 9rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO ^¥DATA QSTI†$PNAM]¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Roy Brown -- Butcher PeteNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 8rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO _¥DATA QSTI†$PNAM^¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Roy Brown -- Mighty Mighty ManNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 7rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO  `¥DATA QSTI†$PNAM_¥TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX#;Billy Holiday -- Crazy He Calls MeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 6rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO a¥DATA QSTI†$PNAM`¥TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Billy Holiday -- Easy LivingNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 5rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOô b¥DATA QSTI†$PNAMa¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Danny KayeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 4rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOù c¥DATA QSTI†$PNAMb¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Ella FitzgeraldNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 3rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOô d¥DATA QSTI†$PNAMc¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Tex BenekeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 2rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOõ e¥DATA*QSTI†$PNAMd¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Cole PorterNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 1rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO %{DATA QSTI†$PNAMe¥TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Ink Spots -- I Don't Want...NEXTSCHR«SCDA«rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 12rs rs 1 +SCTX¼set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOþ &{DATA QSTI†$PNAM%{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Ink Spots -- MaybeNEXTSCHR«SCDA«rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 11rs rs 1 +SCTX¼set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO '{DATA QSTI†$PNAM&{TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Bob Crosby -- Happy TimesNEXTSCHR«SCDA«rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 10rs rs 1 +SCTX¼set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO ({DATA QSTI†$PNAM'{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Bob Crosby -- Way Back HomeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 9rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOá ){DATA QSTI†$PNAM({TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA AO†$CTDA AO†$CTDA AO†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Roy Brown -- Butcher PeteNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 8rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO *{DATA QSTI†$PNAM){TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Roy Brown -- Mighty Mighty ManNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 7rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO  +{DATA QSTI†$PNAM*{TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX#;Billy Holiday -- Crazy He Calls MeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 6rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO ,{DATA QSTI†$PNAM+{TRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Billy Holiday -- Easy LivingNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 5rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOô -{DATA QSTI†$PNAM,{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Danny KayeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 4rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOù .{DATA QSTI†$PNAM-{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Ella FitzgeraldNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 3rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOô /{DATA QSTI†$PNAM.{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Tex BenekeNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 2rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOõ 0{DATA*QSTI†$PNAM/{TRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDAO†$ CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Cole PorterNEXTSCHRªSCDAªrs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 1rs rs 1 +SCTX»set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$DIAL^özEDIDRadioGNRMusicIntroSpecificQSTI†$FULLRadioGNRMusicIntroSpecificPNAMHBDATAGRUPºöz=INFO) {DATA QSTI†$PNAMTRDT2ÍÍÍÍÍÍNAM1&C'est Cole Porter et "Anything Goes".NAM2NAM3CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$8CTDA €?O†$9CTDA €?O†$:CTDA €?O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 1SCTX'set RadioGalaxyNewsQuest.SongIntro to 1SCRO†$ANAM‹$INFO/ {DATA QSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM1,Voilà Tex Beneke avec... "A Wonderful Guy".NAM2NAM3CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$8CTDA @O†$9CTDA @O†$:CTDA @O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 2SCTX'set RadioGalaxyNewsQuest.SongIntro to 2SCRO†$ANAM‹$INFO‘ {DATA QSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM1ŽVoici la "première dame de la chanson" en personne, Ella Fitzgerald qui nous interprète "Into Each Life Some Rain Must Fall". Ça, c'est vrai.NAM2NAM3CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$8CTDA @@O†$9CTDA @@O†$:CTDA @@O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 3SCTX'set RadioGalaxyNewsQuest.SongIntro to 3SCRO†$ANAM‹$INFO_ {DATA QSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM1\Voici Danny Kaye et les Andrew Sisters qui nous chantent - devinez quoi ? - "Civilization".NAM2NAM3CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$8CTDA €@O†$9CTDA €@O†$:CTDA €@O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 4SCTX'set RadioGalaxyNewsQuest.SongIntro to 4SCRO†$ANAM‹$INFOZ {DATA QSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM1WEt voici "Easy Living", la vie facile, par celle que nous aimons tous, Billie Holiday.NAM2NAM3CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$8CTDA  @O†$9CTDA  @O†$:CTDA  @O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 5SCTX'set RadioGalaxyNewsQuest.SongIntro to 5SCRO†$ANAM‹$INFO5 {DATA QSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM12C'est Billie Holiday avec... "Crazy He Calls Me".NAM2NAM3CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$8CTDA À@O†$9CTDA À@O†$:CTDA À@O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 6SCTX'set RadioGalaxyNewsQuest.SongIntro to 6SCRO†$ANAM‹$INFOB {DATA QSTI†$PNAM {TRDT2ÍÍÍÍÍÍNAM1?Et maintenant, Roy Brown, qui nous chante "Mighty Mighty Man".NAM2NAM3CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$8CTDA à@O†$9CTDA à@O†$:CTDA à@O†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 7SCTX'set RadioGalaxyNewsQuest.SongIntro to 7SCRO†$ANAM‹$INFOI {DATA QSTI†$PNAM {TRDT2ÍÍÍÍÍÍNAM1FEt voilà Roy Brown qui nous chante le seul et unique "Butcher Pete" !NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 8SCTX'set RadioGalaxyNewsQuest.SongIntro to 8SCRO†$ANAM‹$INFOI {DATA QSTI†$PNAM {TRDT2ÍÍÍÍÍÍNAM1FEt maintenant, Bob Crosby nous emmène très loin avec "Way Back Home".NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 9SCTX'set RadioGalaxyNewsQuest.SongIntro to 9SCRO†$ANAM‹$INFOM {DATA QSTI†$PNAM {TRDT2ÍÍÍÍÍÍNAM1HEt maintenant, Bob Crosby qui nous invite à sourire avec "Happy Times".NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 10SCTX(set RadioGalaxyNewsQuest.SongIntro to 10SCRO†$ANAM‹$INFO% {DATA QSTI†$PNAM {TRDT2ÍÍÍÍÍÍNAM1 Voilà les Ink Spots et "Maybe".NAM2NAM3CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$8CTDA 0AO†$9CTDA 0AO†$:CTDA 0AO†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 11SCTX(set RadioGalaxyNewsQuest.SongIntro to 11SCRO†$ANAM‹$INFOe {DATA*QSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM1`Et voici les Ink Spots avec leur classique intemporel, "I Don't Want to Set the World on Fire".NAM2NAM3CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$8CTDA @AO†$9CTDA @AO†$:CTDA @AO†$;TCLTõzTCLFÓSCHRNEXTSCHRSCDA rs 12SCTX(set RadioGalaxyNewsQuest.SongIntro to 12SCRO†$ANAM‹$DIAL\÷zEDIDRadioGNRMusicIntroGenericQSTI†$FULLRadioGNRMusicIntroGenericPNAMHBDATAGRUP÷z=INFO› ûzDATA QSTI†$PNAMTRDT2ÍÍÍÍÍÍNAM1!Maintenant... un peu de musique.NAM2NAM3TCLTõzTCLTözTCLT1VTCLFÓSCHRNEXTSCHR*SCDA* rs  0 rs5 0 rs 0SCTX~set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.SongIntro to 0SCRO†$ANAM‹$INFOž üzDATA*QSTI†$PNAMûzTRDT2ÍÍÍÍÍÍNAM1$Et maintenant... un peu de musique.NAM2NAM3TCLTõzTCLTözTCLT1VTCLFÓSCHRNEXTSCHR*SCDA* rs  0 rs5 0 rs 0SCTX~set RadioGalaxyNewsQuest.SongsPlayed to 0 set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.SongIntro to 0SCRO†$ANAM‹$DIALJúzEDIDRadioGNRNewsLinkQSTI†$FULLRadioGNRNewsLinkPNAMHBDATAGRUP» úz=INFOÈ {DATAQSTI†$PNAMTRDT2ÍÍÍÍÍÍNAM1.On dirait qu'on a quelques infos. Écoutez ça.NAM2NAM3TCLTwm TCLTe€TCLTf€TCLTg€TCLTh€TCLTi€TCLFÓSCHRNEXTSCHR*SCDA* rs5 0 rs 0 rs  0SCTX€set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.ExploitVar to 0 set RadioGalaxyNewsQuest.NewsStoryVar to 0SCRO†$ANAM‹$INFOÎ ÷ÈDATAQSTI†$PNAM{TRDT2ÍÍÍÍÍÍNAM1*C'est l'heure des nouvelles, les enfants.NAM2NAM3TCLTwm TCLTùzTCLTe€TCLTf€TCLTg€TCLTh€TCLTi€TCLFÓSCHRNEXTSCHR*SCDA* rs5 0 rs 0 rs  0SCTX€set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.ExploitVar to 0 set RadioGalaxyNewsQuest.NewsStoryVar to 0SCRO†$ANAM‹$INFOä øÈDATAQSTI†$PNAM÷ÈTRDT2ÍÍÍÍÍÍNAM1@Nous interrompons notre programme habituel pour quelques infos.NAM2NAM3TCLTwm TCLTùzTCLTe€TCLTf€TCLTg€TCLTh€TCLTi€TCLFÓSCHRNEXTSCHR*SCDA* rs5 0 rs 0 rs  0SCTX€set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.ExploitVar to 0 set RadioGalaxyNewsQuest.NewsStoryVar to 0SCRO†$ANAM‹$INFOÆ ùÈDATAQSTI†$PNAMøÈTRDT2ÍÍÍÍÍÍNAM1"Ah, oui, c'est l'heure des infos.NAM2NAM3TCLTwm TCLTùzTCLTe€TCLTf€TCLTg€TCLTh€TCLTi€TCLFÓSCHRNEXTSCHR*SCDA* rs5 0 rs 0 rs  0SCTX€set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.ExploitVar to 0 set RadioGalaxyNewsQuest.NewsStoryVar to 0SCRO†$ANAM‹$INFOÐ úÈDATAQSTI†$PNAMùÈTRDT2ÍÍÍÍÍÍNAM1,Et maintenant... Moi ! Avec les nouvelles !NAM2NAM3TCLTwm TCLTùzTCLTe€TCLTf€TCLTg€TCLTh€TCLTi€TCLFÓSCHRNEXTSCHR*SCDA* rs5 0 rs 0 rs  0SCTX€set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.ExploitVar to 0 set RadioGalaxyNewsQuest.NewsStoryVar to 0SCRO†$ANAM‹$INFO ûÈDATA"QSTI†$PNAMúÈTRDT2ÍÍÍÍÍÍNAM1_Il se passe des tas de choses en Post Apocalyptia ces jours-ci. Voilà les dernières nouvelles.NAM2NAM3TCLTwm TCLTùzTCLTe€TCLTf€TCLTg€TCLTh€TCLTi€TCLFÓSCHRNEXTSCHR*SCDA* rs5 0 rs 0 rs  0SCTX€set RadioGalaxyNewsQuest.ExploitReady to 0 set RadioGalaxyNewsQuest.ExploitVar to 0 set RadioGalaxyNewsQuest.NewsStoryVar to 0SCRO†$ANAM‹$DIALXf€EDIDRadioGNRPlayerKarmaHopeQSTI†$FULLRadioGNRPlayerKarmaHopePNAMHBDATAGRUP:f€=INFO  w€DATAQSTI†$PNAMv€TRDT2ÍÍÍÍÍÍNAM1}Bon, les enfants, l'heure est venue pour Three Dog d'être franc avec vous. Alors, voilà, je nous croyais bel et bien foutus.NAM2NAM3CTDA@zCCTDA` APCTDAO†$TCLTf€TCLFÓSCHRNEXTSCHRSCDArs rs 1 +SCTXRSet RadioGalaxyNewsQuest.TitleHopeVar to ( RadioGalaxyNewsQuest.TitleHopeVar + 1 )SCRO†$ANAM‹$DIAL`g€EDIDRadioGNRPlayerKarmaParadigmQSTI†$FULLRadioGNRPlayerKarmaParadigmPNAMHBDATAGRUPù g€=INFOõ y€DATAQSTI†$PNAMx€TRDT2ÍÍÍÍÍÍNAM1‚La fille de l'Abri, si vous nous écoutez, je veux que vous sachiez que vous êtes un Paradigme de l'humanité. Continuez la lutte !NAM2NAM3CTDA€?ƒCTDA@O†$TCLTg€TCLFg€SCHRNEXTSCHRSCDArs rs 1 +SCTXZSet RadioGalaxyNewsQuest.TitleParadigmVar to ( RadioGalaxyNewsQuest.TitleParadigmVar + 1 )SCRO†$ANAM‹$INFOó z€DATAQSTI†$PNAMy€TRDT2ÍÍÍÍÍÍNAM1€Le mec de l'Abri, si vous nous écoutez, je veux que vous sachiez que vous êtes un Paradigme de l'humanité. Continuez la lutte !NAM2NAM3CTDA€?ƒCTDA@O†$TCLTg€TCLFg€SCHRNEXTSCHRSCDArs rs 1 +SCTXZSet RadioGalaxyNewsQuest.TitleParadigmVar to ( RadioGalaxyNewsQuest.TitleParadigmVar + 1 )SCRO†$ANAM‹$INFO {€DATAQSTI†$PNAMz€TRDT2ÍÍÍÍÍÍNAM1•Je veux parler de la fille de l'Abri 101. À peine 19 ans, mais elle a déjà connu de sacrés merdiers. Et elle n'a pas l'air de vouloir s'arrêter là !NAM2NAM3CTDA€?ƒCTDA€?O†$TCLTg€TCLFg€SCHRNEXTSCHRSCDArs rs 1 +SCTXZSet RadioGalaxyNewsQuest.TitleParadigmVar to ( RadioGalaxyNewsQuest.TitleParadigmVar + 1 )SCRO†$ANAM‹$INFOÿ |€DATAQSTI†$PNAM{€TRDT2ÍÍÍÍÍÍNAM1ŒJe veux parler du mec de l'Abri 101. À peine 19 ans, mais il a déjà connu de sacrés merdiers. Et il n'a pas l'air de vouloir s'arrêter là !NAM2NAM3CTDA€?ƒCTDA€?O†$TCLTg€TCLFg€SCHRNEXTSCHRSCDArs rs 1 +SCTXZSet RadioGalaxyNewsQuest.TitleParadigmVar to ( RadioGalaxyNewsQuest.TitleParadigmVar + 1 )SCRO†$ANAM‹$INFO1 }€DATAQSTI†$PNAM|€TRDT2ÍÍÍÍÍÍNAM1zEn vie ? Oui. Toujours en balade ? Non. L'une des personnes les plus puissantes des Terres désolées ? Tu parles, Charles.NAM2NAM3CTDA zCCTDA`zÃCTDA` APCTDAO†$TCLTg€TCLFÓSCHRNEXTSCHRSCDArs rs 1 +SCTXZSet RadioGalaxyNewsQuest.TitleParadigmVar to ( RadioGalaxyNewsQuest.TitleParadigmVar + 1 )SCRO†$ANAM‹$INFO1 ~€DATAQSTI†$PNAM}€TRDT2ÍÍÍÍÍÍNAM1zEn vie ? Oui. Toujours en balade ? Non. L'une des personnes les plus puissantes des Terres désolées ? Tu parles, Charles.NAM2NAM3CTDA zCCTDA`zÃCTDA` APCTDAO†$TCLTg€TCLFÓSCHRNEXTSCHRSCDArs rs 1 +SCTXZSet RadioGalaxyNewsQuest.TitleParadigmVar to ( RadioGalaxyNewsQuest.TitleParadigmVar + 1 )SCRO†$ANAM‹$DIAL^h€EDIDRadioGNRPlayerKarmaScourgeQSTI†$FULLRadioGNRPlayerKarmaScourgePNAMHBDATAGRUPXh€=INFO p€DATAQSTI†$PNAMo€TRDT2ÍÍÍÍÍÍNAM1SEt la jeune femme sortit de sa tanière obscure et se proclama Fléau de l'humanité.NAM2NAM3CTDA€zÃCTDA€?ƒCTDA` APCTDAO†$TCLTh€TCLFÓSCHRNEXTSCHRSCDArs rs 1 +SCTXXSet RadioGalaxyNewsQuest.TitleScourgeVar to ( RadioGalaxyNewsQuest.TitleScourgeVar + 1 )SCRO†$ANAM‹$INFO q€DATAQSTI†$PNAMp€TRDT2ÍÍÍÍÍÍNAM1SEt le jeune homme sortit de sa tanière obscure et se proclama Fléau de l'humanité.NAM2NAM3CTDA€zÃCTDA€?ƒCTDA` APCTDAO†$TCLTh€TCLFÓSCHRNEXTSCHRSCDArs rs 1 +SCTXXSet RadioGalaxyNewsQuest.TitleScourgeVar to ( RadioGalaxyNewsQuest.TitleScourgeVar + 1 )SCRO†$ANAM‹$DIAL\i€EDIDRadioGNRPlayerKarmaTitlesQSTI†$FULLRadioGNRPlayerKarmaTitlesPNAMHBDATAGRUPƒŽi€=INFOÅ€DATA QSTI†$PNAMTRDT2ÍÍÍÍÍÍNAM1}This just in, my friends. Looks like we've got an update on the Last, Best Hope of Humanity herself, the kid from Vault 101.NAM2NAM3CTDA€?O†$5CTDA€?ƒCTDA@zCCTDA` APCTDA@O†$TCLTÿû TCLFÓSCHRNEXTSCHRINFOÅ€€DATA QSTI†$PNAM€TRDT2ÍÍÍÍÍÍNAM1}This just in, my friends. Looks like we've got an update on the Last, Best Hope of Humanity himself, the kid from Vault 101.NAM2NAM3CTDA€?O†$5CTDA€?ƒCTDA@zCCTDA` APCTDA@O†$TCLTÿû TCLFÓSCHRNEXTSCHRINFO·€DATA QSTI†$PNAM€€TRDT2ÍÍÍÍÍÍNAM1oThis just in, my friends. Looks like we've got an update on that Paradigm of Humanity, the kid from Vault 101.NAM2NAM3CTDA€?O†$5CTDA zCCTDA`zÃCTDA` APCTDA@O†$TCLTÿû TCLFÓSCHRNEXTSCHRINFO”‚€DATA QSTI†$PNAM€TRDT2ÍÍÍÍÍÍNAM1nThis just in, my friends. Looks like we've got an update on that Scourge of Humanity, the kid from Vault 101.NAM2NAM3CTDA€?O†$5CTDA€zÃCTDA` APCTDA@O†$TCLTÿû TCLFÓSCHRNEXTSCHRINFO~ƒ€DATA QSTI†$PNAM‚€TRDT2ÍÍÍÍÍÍNAM1’Question. Y a-t-il un dieu et en a-t-il quelque chose à foutre de nous ? J'étais sceptique, mais c'était avant la venue d'un saint de l'Abri 101.NAM2NAM3CTDA@zCCTDA˜APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOÀ„€DATA QSTI†$PNAMƒ€TRDT2ÍÍÍÍÍÍNAM1Je ne sais pas si elle est toujours en vie, mais j'ai eu des infos sur l'ado de l'Abri 101. Elle doit être surhumaine, ce n'est pas possible...NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA˜APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOº…€DATA QSTI†$PNAM„€TRDT2ÍÍÍÍÍÍNAM1ŠJe ne sais pas s'il est toujours en vie, mais j'ai eu des infos sur l'ado de l'Abri 101. Il doit être surhumain, ce n'est pas possible...NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA˜APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO‚†€DATA QSTI†$PNAM…€TRDT2ÍÍÍÍÍÍNAM1–J'ai une nouvelle théorie. L'abri 101, c'est l'enfer. Écoutez bien, l'ado que nous haïssons tous est le Mal incarné, non ? Voilà ses dernières infos.NAM2NAM3CTDA€zÃCTDA˜APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO{‡€DATA QSTI†$PNAM†€TRDT2ÍÍÍÍÍÍNAM1Eh, là-bas, sur cette crête ! C'est Bouddha ! C'est Jésus ! Non, c'est le Sauveur des Terres désolées. Voilà des news du messie de l'Abri 101.NAM2NAM3CTDA@zCCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO³ˆ€DATA QSTI†$PNAM‡€TRDT2ÍÍÍÍÍÍNAM1ƒElle est sortie de l'Abri 101... Amie, ennemie ou simple observatrice des Terres désolées ? Voilà des nouvelles de cette gamine...NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO©‰€DATA QSTI†$PNAMˆ€TRDT2ÍÍÍÍÍÍNAM1yIl est sorti de l'Abri 101... Ami, ennemi ou simple observateur des Terres désolées ? Voilà des nouvelles de ce gamin...NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¢Š€DATA QSTI†$PNAM‰€TRDT2ÍÍÍÍÍÍNAM1”Bon, on croyait que tout était déjà assez déjanté... Voilà des nouvelles de la gamine de l'Abri 101 qui joue les Destructrices des Terres désolées.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO‹€DATA QSTI†$PNAMŠ€TRDT2ÍÍÍÍÍÍNAM1Bon, on croyait que tout était déjà assez déjanté... Voilà des nouvelles du gamin de l'Abri 101 qui joue les Destructeurs des Terres désolées.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOŸŒ€DATA QSTI†$PNAM‹€TRDT2ÍÍÍÍÍÍNAM1‘Bon sang, j'adore cette fille ! Habitante d'un abri un jour, modèle de justice et de bonté le lendemain. Ah, on peut dire qu'elle n'a pas chômé.NAM2NAM3CTDA€?ƒCTDA@zCCTDAˆAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO—€DATA QSTI†$PNAMŒ€TRDT2ÍÍÍÍÍÍNAM1‰Bon sang, j'adore ce mec ! Habitant d'un abri un jour, modèle de justice et de bonté le lendemain. Ah, on peut dire qu'il n'a pas chômé.NAM2NAM3CTDA€?ƒCTDA@zCCTDAˆAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOÆŽ€DATA QSTI†$PNAM€TRDT2ÍÍÍÍÍÍNAM1–Ah, la fille de l'Abri 101. Elle souffre, elle aide, elle fait ce qui lui plaît. Parfois, elle se contente d'observer... Une spectatrice, si on veut.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAˆAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOE‘€DATA QSTI†$PNAMŽ€TRDT2ÍÍÍÍÍÍNAM1YEt maintenant, une autre aventure passionnante du "Héros... des Terres désolééééées" ! NAM2NAM3CTDA@zCCTDA€APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¿’€DATA QSTI†$PNAM‘€TRDT2ÍÍÍÍÍÍNAM1Vous l'avez vue, pas vrai, parcourant les ruines de DC, cherchant l'aventure ? Voilà les dernières infos sur l'arpenteuse des Terres désolées.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA€APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO½“€DATA QSTI†$PNAM’€TRDT2ÍÍÍÍÍÍNAM1Vous l'avez vu, pas vrai, parcourant les ruines de DC, cherchant l'aventure ? Voilà les dernières infos sur l'arpenteur des Terres désolées.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA€APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¥ž€DATA QSTI†$PNAM“€TRDT2ÍÍÍÍÍÍNAM1—Vous trouvez grave le conflit entre les super mutants et la Confrérie ? Voilà des infos sur l'Annonciateur de guerre en personne, l'ado de l'Abri 101.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAˆAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¤½*DATA QSTI†$PNAMž€TRDT2ÍÍÍÍÍÍNAM1–Vous trouvez grave le conflit entre les super mutants et la Confrérie ? Voilà du neuf sur l'Annonciatrice de guerre en personne, l'ado de l'Abri 101.NAM2NAM3CTDA€zÃCTDAˆAPCTDA€?ƒTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO‡¡€DATA QSTI†$PNAM½*TRDT2ÍÍÍÍÍÍNAM1yOuais, vous avez deviné : c'est l'heure des infos sur la méchante des Terres désolées, cette petite garce de l'Abri 101.NAM2NAM3CTDA€?ƒCTDA€zÃCTDA€APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOƒ¢€DATA QSTI†$PNAM¡€TRDT2ÍÍÍÍÍÍNAM1uOuais, vous avez deviné : c'est l'heure des infos sur le méchant des Terres désolées, ce petit salaud de l'Abri 101.NAM2NAM3CTDA€?ƒCTDA€zÃCTDA€APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO££€DATA QSTI†$PNAM¢€TRDT2ÍÍÍÍÍÍNAM1•Alléluia ! La légende urbaine existe, les enfants ! Elle est réelle et aide tous les jours les pauvres glandus dans votre genre. C'est la meilleure.NAM2NAM3CTDA€?ƒCTDA@zCCTDApAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOž¤€DATA QSTI†$PNAM£€TRDT2ÍÍÍÍÍÍNAM1Alléluia ! La légende urbaine existe, les enfants ! Il est réel et aide tous les jours les pauvres glandus dans votre genre. C'est le meilleur.NAM2NAM3CTDA€?ƒCTDA@zCCTDApAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOÂ¥€DATA QSTI†$PNAM¤€TRDT2ÍÍÍÍÍÍNAM1’Flash spécial ! Da da dum dum, da da da dum dum ! Ça vient de tomber : l'ado de l'Abri 101 n'est pas qu'un mythe urbain ! Elle existe réellement.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDApAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOÀ¦€DATA QSTI†$PNAM¥€TRDT2ÍÍÍÍÍÍNAM1Flash spécial ! Da da dum dum, da da da dum dum ! Ça vient de tomber : l'ado de l'Abri 101 n'est pas qu'un mythe urbain ! Il existe réellement.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDApAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO–§€DATA QSTI†$PNAM¦€TRDT2ÍÍÍÍÍÍNAM1ˆVous ne voulez pas y croire, je sais. Cet ado de l'Abri 101, il ne peut pas exister. C'est juste une superstition urbaine, hein ? Faux.NAM2NAM3CTDA€?ƒCTDA€zÃCTDApAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOš‚m DATA QSTI†$PNAM§€TRDT2ÍÍÍÍÍÍNAM1ŒVous ne voulez pas y croire, je sais. Cette ado de l'Abri 101, elle ne peut pas exister. C'est juste une superstition urbaine, hein ? Faux.NAM2NAM3CTDA€?ƒCTDA€zÃCTDApAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO|¨€DATA QSTI†$PNAM‚m TRDT2ÍÍÍÍÍÍNAM1Haine, préjugés, violence, oubliez tout ça. Si l'ado de l'Abri 101 l'a fait, pourquoi pas vous ? Voilà des infos sur notre ambassadeur de paix.NAM2NAM3CTDA@zCCTDA`APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOŒ©€DATA QSTI†$PNAM¨€TRDT2ÍÍÍÍÍÍNAM1~Ne jamais abandonner. C'est toute l'histoire du mec de l'Abri 101. Voilà les dernières nouvelles de ce virtuose de la survie.NAM2NAM3CTDA zCCTDA`zÃCTDA`APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOlª€DATA QSTI†$PNAM©€TRDT2ÍÍÍÍÍÍNAM1€Vous voulez la paix et le calme ? Bonne chance. Attendez-vous au chaos avec l'annonciateur de guerre de l'Abri 101. Écoutez ça.NAM2NAM3CTDA€zÃCTDA`APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOœŸ€DATA QSTI†$PNAMª€TRDT2ÍÍÍÍÍÍNAM1ŽEt maintenant, le point sur l'héroïne sortie de son terrier, celle que j'aime appeler - roulement de tambour, please - la légende de l'Abri !NAM2NAM3CTDA€?ƒCTDA@zCCTDAPAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOš €DATA QSTI†$PNAMŸ€TRDT2ÍÍÍÍÍÍNAM1ŒEt maintenant, le point sur le héros sorti de son terrier, celui que j'aime appeler - roulement de tambour, please - la légende de l'Abri !NAM2NAM3CTDA€?ƒCTDA@zCCTDAPAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO«€DATA QSTI†$PNAM €TRDT2ÍÍÍÍÍÍNAM1’Et maintenant, une petite histoire. Celle d'un garçon sorti de son trou. Je veux parler du descendant d'abri, bien sûr. Voilà les dernières news.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAPAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOǬ€DATA QSTI†$PNAM«€TRDT2ÍÍÍÍÍÍNAM1—Et maintenant, une petite histoire. Celle d'une fille sortie de son trou. Je veux parler de la descendante d'abri, bien sûr. Voilà les dernières news.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAPAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOs­€DATA QSTI†$PNAM¬€TRDT2ÍÍÍÍÍÍNAM1‡Et voilà le retour de la passion, de la frayeur et de l'angoisse. Vous savez ce qu'a fait le Croquemitaine de l'Abri ? Écoutez un peu.NAM2NAM3CTDA€zÃCTDAPAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOw®€DATA QSTI†$PNAM­€TRDT2ÍÍÍÍÍÍNAM1‹Un paladin marche parmi nous, les enfants. Et, non, ce n'est pas quelqu'un de la Confrérie. Je veux parler d'une personne en tenue d'abri.NAM2NAM3CTDA@zCCTDA@APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO²¯€DATA QSTI†$PNAM®€TRDT2ÍÍÍÍÍÍNAM1‚Maintenant, des infos d'un cinglé de l'Abri 101. Appelons-le le Gardien. Le gardien des promesses, des secrets et de sa destinée.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA@APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¸°€DATA QSTI†$PNAM¯€TRDT2ÍÍÍÍÍÍNAM1ˆMaintenant, des infos d'une cinglée de l'Abri 101, Appelons-la la Gardienne. La gardienne des promesses, des secrets et de sa destinée.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA@APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO±€DATA QSTI†$PNAM°€TRDT2ÍÍÍÍÍÍNAM1Je sais, je sais, vous voulez des nouvelles de Miss Abri 101. Eh bien, en voilà : cette profanatrice est toujours là. Contents ?NAM2NAM3CTDA€?ƒCTDA€zÃCTDA@APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO‰²€DATA QSTI†$PNAM±€TRDT2ÍÍÍÍÍÍNAM1{Je sais, je sais, vous voulez des nouvelles de M. Abri 101. Eh bien, en voilà : ce profanateur est toujours là. Contents ?NAM2NAM3CTDA€?ƒCTDA€zÃCTDA@APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¡³€DATA QSTI†$PNAM²€TRDT2ÍÍÍÍÍÍNAM1“C'est reparti, les enfants, pour les aventures... de la Croisée de la capitale ! Ouais ! Hourra ! Sérieusement, comment ne pas aimer cette fille ?NAM2NAM3CTDA€?ƒCTDA@zCCTDA0APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO˜´€DATA QSTI†$PNAM³€TRDT2ÍÍÍÍÍÍNAM1ŠC'est reparti, les enfants, pour les aventures... du Croisé de la capitale ! Ouais ! Hourra ! Sérieusement, comment ne pas aimer ce mec ?NAM2NAM3CTDA€?ƒCTDA@zCCTDA0APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOÁµ€DATA QSTI†$PNAM´€TRDT2ÍÍÍÍÍÍNAM1‘La neutralité. C'est la leçon du jour de la conseillère de la capitale. Peut-être cet abri est-il en Suisse ? En tout cas, elle est toujours là.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA0APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO»¶€DATA QSTI†$PNAMµ€TRDT2ÍÍÍÍÍÍNAM1‹La neutralité. C'est la leçon du jour du conseiller de la capitale. Peut-être cet abri est-il en Suisse ? En tout cas, il est toujours là.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDA0APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¥·€DATA QSTI†$PNAM¶€TRDT2ÍÍÍÍÍÍNAM1—Du nouveau sur l'ado de l'Abri 101 qui mène une vie de vice et de violence. Bon sang, à croire qu'il se prend pour le chef de la pègre de la capitale.NAM2NAM3CTDA€?ƒCTDA€zÃCTDA0APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOƒm DATA QSTI†$PNAM·€TRDT2ÍÍÍÍÍÍNAM1Du nouveau sur l'ado de l'Abri 101 qui mène une vie de vice et de violence. Bon sang, à croire qu'elle est le chef de la pègre de la capitale.NAM2NAM3CTDA€?ƒCTDA€zÃCTDA0APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO^¸€DATA QSTI†$PNAMƒm TRDT2ÍÍÍÍÍÍNAM1rEh, l'ado de l'Abri 101 remet ça. Une démonstration exemplaire d'amour, de compassion et de toutes ces conneries.NAM2NAM3CTDA@zCCTDA APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¢¹€DATA QSTI†$PNAM¸€TRDT2ÍÍÍÍÍÍNAM1”D'autres infos sur l'ado de l'Abri 101 qui maintient fermement la boussole sur le gris. Ange ? Démon ? Plutôt le genre observateur, pour l'instant.NAM2NAM3CTDA zCCTDA`zÃCTDA APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO?º€DATA QSTI†$PNAM¹€TRDT2ÍÍÍÍÍÍNAM1SBon, voyons... Des nouvelles de notre propre à rien de l'Abri 101 ? Ah, j'ai ça...NAM2NAM3CTDA€zÃCTDA APTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¡»€DATA QSTI†$PNAMº€TRDT2ÍÍÍÍÍÍNAM1“Et maintenant, des news de notre défenseur urbain. A-t-elle quitté l'abri seulement pour nous aider ? Bah, on lui est redevable, de toute manière.NAM2NAM3CTDA€?ƒCTDA@zCCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOŸ¼€DATA QSTI†$PNAM»€TRDT2ÍÍÍÍÍÍNAM1‘Et maintenant, des news de notre défenseur urbain. A-t-il quitté l'abri seulement pour nous aider ? Bah, on lui est redevable, de toute manière.NAM2NAM3CTDA€?ƒCTDA@zCCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO“½€DATA QSTI†$PNAM¼€TRDT2ÍÍÍÍÍÍNAM1…Marre de votre trou plein d'ennui ? Venez dans les Terres désolées et devenez Ranger urbain ! Voilà des news de l'ado de l'Abri 101.NAM2NAM3CTDA zCCTDA`zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOy¾€DATA QSTI†$PNAM½€TRDT2ÍÍÍÍÍÍNAM1Rah, j'en ai assez de cette petite ordure passée directement d'enfant d'abri innocent à envahisseur urbain. Voilà les dernières nouvelles...NAM2NAM3CTDA€zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOœ¿€DATA QSTI†$PNAM¾€TRDT2ÍÍÍÍÍÍNAM1ŽMaintenant, du neuf sur la petite de l'Abri 101 que nous adorons tous. Elle est désormais notre protectrice et mérite le respect. Écoutez ça.NAM2NAM3CTDA€?ƒCTDA@zCCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO˜À€DATA QSTI†$PNAM¿€TRDT2ÍÍÍÍÍÍNAM1ŠMaintenant, du neuf sur le petit de l'Abri 101 que nous adorons tous. Il est désormais notre protecteur et mérite le respect. Écoutez ça.NAM2NAM3CTDA€?ƒCTDA@zCCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO³Á€DATA QSTI†$PNAMÀ€TRDT2ÍÍÍÍÍÍNAM1ƒEh, qu'est-ce qui est arrivé à l'ado de l'Abri 101 ? Hein ? Oh, je sais ! Cette gamine est devenue mercenaire des Terres désolées.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO±€DATA QSTI†$PNAMÁ€TRDT2ÍÍÍÍÍÍNAM1Eh, qu'est-ce qui est arrivé à l'ado de l'Abri 101 ? Hein ? Oh, je sais ! Ce gamin est devenu un mercenaire des Terres désolées.NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¢ÀDATA QSTI†$PNAM€TRDT2ÍÍÍÍÍÍNAM1”J'ai une question. Vous savez ce qu'est un reaver ? Un tueur, un menteur, un monstre. Bref, le portrait craché de ce salaud de l'Abri 101. Écoutez.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¤Ä€DATA QSTI†$PNAMÀTRDT2ÍÍÍÍÍÍNAM1–J'ai une question. Vous savez ce qu'est un reaver ? Un tueur, un menteur, un monstre. Bref, le portrait craché de cette garce de l'Abri 101. Écoutez.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAAPTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOwÅ€DATA QSTI†$PNAMÄ€TRDT2ÍÍÍÍÍÍNAM1‹Bonne nouvelle ! Notre pote de l'Abri 101 est toujours en vie. Il doit exister un dieu. Voilà des infos sur le Ranger des Terres désolées.NAM2NAM3CTDA@zCCTDAà@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOÂÆ€DATA QSTI†$PNAMÅ€TRDT2ÍÍÍÍÍÍNAM1’J'ai des infos. On dirait que la gamine de l'Abri 101 est toujours là. Voilà des news celle qui mérite le titre de Vagabond des Terres désolées. NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAà@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¬Ç€DATA QSTI†$PNAMÆ€TRDT2ÍÍÍÍÍÍNAM1|J'ai des infos. On dirait que le gamin de l'Abri 101 est toujours là. Voilà des nouvelles du Vagabond des Terres désolées. NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAà@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOkÈ€DATA QSTI†$PNAMÇ€TRDT2ÍÍÍÍÍÍNAM1Flash spécial ! Écoutez et fermez vos portes. Le pirate des Terres désolées rôde, pillant et tuant. Voilà les dernières infos.NAM2NAM3CTDA€zÃCTDAà@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO}„m DATA QSTI†$PNAMÈ€TRDT2ÍÍÍÍÍÍNAM1oVoilà des news sur le Pacificateur de l'Abri 101, un mec qui prouve que tout le monde... n'est pas une ordure.NAM2NAM3CTDA€?ƒCTDA@zCCTDAÀ@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO…m DATA QSTI†$PNAM„m TRDT2ÍÍÍÍÍÍNAM1sVoilà des news sur la Pacificatrice de l'Abri 101, une fille qui prouve que tout le monde... n'est pas une ordure.NAM2NAM3CTDA€?ƒCTDA@zCCTDAÀ@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO‰†m DATA QSTI†$PNAM…m TRDT2ÍÍÍÍÍÍNAM1YIl semble que le petit garçon perdu de l'Abri 101 soit devenu un véritable aventurier...NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAÀ@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO‡m DATA QSTI†$PNAM†m TRDT2ÍÍÍÍÍÍNAM1]Il semble que la petite fille perdue de l'Abri 101 soit devenue une véritable aventurière...NAM2NAM3CTDA€?ƒCTDA zCCTDA`zÃCTDAÀ@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO¢É€DATA QSTI†$PNAM‡m TRDT2ÍÍÍÍÍÍNAM1”Vous la connaissez et la haïssez (comment faire autrement ?). C'est la maraudeuse sortie de l'Abri 101. Vous ne devinerez jamais ce qu'elle a fait.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAÀ@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOžÊ€DATA QSTI†$PNAMÉ€TRDT2ÍÍÍÍÍÍNAM1Vous le connaissez et le haïssez (comment faire autrement ?). C'est le maraudeur sorti de l'Abri 101, Vous ne devinerez jamais ce qu'il a fait.NAM2NAM3CTDA€?ƒCTDA€zÃCTDAÀ@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOdË€DATA QSTI†$PNAMÊ€TRDT2ÍÍÍÍÍÍNAM1xOK, les enfants. J'ai du neuf sur le nouveau et noble dignitaire des Terres désolées, ce mec de l'Abri 101. Écoutez ça.NAM2NAM3CTDA@zCCTDA @PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOšÌ€DATA QSTI†$PNAMË€TRDT2ÍÍÍÍÍÍNAM1ŒOK, les enfants. J'ai du nouveau sur le dernier citoyen en date des Terres désolées. Vous êtes curieux ? Quelle question... Alors, écoutez.NAM2NAM3CTDA zCCTDA`zÃCTDA @PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOŒÍ€DATA QSTI†$PNAMÌ€TRDT2ÍÍÍÍÍÍNAM1~Bon, je sais que vous avez très envie de savoir, fidèles auditeurs. Que mijote cette huile lourde ? Rien de bon, j'imagine...NAM2NAM3CTDA€zÃCTDA @PCTDA€?ƒTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOŒ΀DATA QSTI†$PNAMÍ€TRDT2ÍÍÍÍÍÍNAM1~Bon, je sais que vous avez très envie de savoir, fidèles auditeurs. Que mijote cette huile lourde ? Rien de bon, j'imagine...NAM2NAM3CTDA€zÃCTDA @PCTDA€?ƒTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFONÏ€DATA QSTI†$PNAM΀TRDT2ÍÍÍÍÍÍNAM1bBon, voyons les nouvelles du Défendeur qui enchaîne directs et crochets dans les Terres désolées.NAM2NAM3CTDA@zCCTDA€@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO’ЀDATA QSTI†$PNAMÏ€TRDT2ÍÍÍÍÍÍNAM1bAlors, qu'y a-t-il de neuf sur le vagabond de l'Abri 101 qui, comme son nom l'indique, vagabonde.NAM2NAM3CTDA zCCTDA`zÃCTDA€@PCTDA€?ƒTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO’Ñ€DATA QSTI†$PNAMЀTRDT2ÍÍÍÍÍÍNAM1bAlors, qu'y a-t-il de neuf sur le vagabond de l'Abri 101 qui, comme son nom l'indique, vagabonde.NAM2NAM3CTDA zCCTDA`zÃCTDA€@PCTDA€?ƒTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO6Ò€DATA QSTI†$PNAMÑ€TRDT2ÍÍÍÍÍÍNAM1JVous voulez des nouvelles du pillard sans coeur de l'Abri 101 ? En voilà.NAM2NAM3CTDA€zÃCTDA€@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOVÓ€DATA QSTI†$PNAMÒ€TRDT2ÍÍÍÍÍÍNAM1jAlors, qu'a pu faire la Sentinelle adorée de tous ? Voilà les dernières nouvelles de l'ado de l'Abri 101.NAM2NAM3CTDA@zCCTDA@@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOqÔ€DATA QSTI†$PNAMÓ€TRDT2ÍÍÍÍÍÍNAM1cAlors, où en est ce chercheur plein de courage ? Voilà les dernières infos de l'ado de l'Abri 101.NAM2NAM3CTDA zCCTDA`zÃCTDA@@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO`Õ€DATA QSTI†$PNAMÔ€TRDT2ÍÍÍÍÍÍNAM1tAlors, qu'a bien pu faire notre épouvantable opportuniste, hein ? Voilà les dernières infos de l'ado de l'Abri 101.NAM2NAM3CTDA€zÃCTDA@@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOtÖ€DATA QSTI†$PNAMÕ€TRDT2ÍÍÍÍÍÍNAM1ˆEt maintenant, les dernières nouvelles de l'énigmatique Martyr de l'Abri qui a récemment quitté l'Abri 101 pour entrer dans nos coeurs.NAM2NAM3CTDA@zCCTDA@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFO•×€DATA QSTI†$PNAMÖ€TRDT2ÍÍÍÍÍÍNAM1‡Et maintenant, les dernières nouvelles de l'énigmatique renégat de l'Abri qui a récemment quitté l'Abri 101 pour entrer dans nos vies.NAM2NAM3CTDA zCCTDA`zÃCTDA@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$INFOzØ€DATA QSTI†$PNAM×€TRDT2ÍÍÍÍÍÍNAM1ŽEt maintenant, les dernières nouvelles de l'énigmatique hors-la-loi de l'Abri qui a récemment quitté l'Abri 101 pour devenir notre cauchemar.NAM2NAM3CTDA€zÃCTDA@PTCLTÿû TCLFÓSCHRNEXTSCHRANAM‹$DIALŽÚ‡EDID(FFDCArlingtonScribeYearlingGreeting1a2bQSTIÑsFULL>La puissante Confrérie rassemble des livres ? C'est sérieux ?PNAMHBDATAGRUP\Ú‡=INFO, ˆDATAQSTIÑsPNAMTRDT2ðŠNAM1iLe savoir antérieur vaut bien plus que n'importe quelle arme. Ne sous-estimez pas le pouvoir de l'écrit.NAM2NAM3TRDT2iceoniNAM1’J'oublierai votre insolence car vous pouvez être utile. Si vous trouvez des livres d'avant-guerre au cours de vos déplacements, apportez-les-moi.NAM2NAM3TRDT2ðŠNAM1Je vous dédommagerai pour chaque livre que vous m'apporterez. Réfléchissez et revenez quand vous aurez des livres à me proposer.NAM2NAM3CTDA€?HëVSCHRSCDA rs 1SCTX%set FreeformDC.YearlingMadeOffer to 1SCROÑsNEXTSCHRSCDA£rn nSCTX.SetObjectiveDisplayed PNOSuivitMiniQuetes 10 1SCRODIAL”Û‡EDID(FFDCArlingtonScribeYearlingGreeting1a2aQSTIÑsFULLDEt vous voulez que je vous aide à rassembler des livres, c'est ça ?PNAMHBDATAGRUPÃÛ‡=INFO“ õ‡DATAQSTIÑsPNAMTRDT2ðŠNAM1’Exactement. Le savoir antérieur vaut bien plus que n'importe quelle arme. Alors, revenez ici avec tous les livres en bon état que vous trouverez.NAM2NAM3TRDT2ðŠNAM1Je vous dédommagerai pour chaque livre que vous m'apporterez. Réfléchissez et revenez quand vous aurez des livres à me proposer.NAM2NAM3CTDA€?HëVSCHRSCDA rs 1SCTX'set FreeformDC.YearlingMadeOffer to 1 SCROÑsNEXTSCHRSCDA£rn nSCTX.SetObjectiveDisplayed PNOSuivitMiniQuetes 10 1SCRODIAL–݇EDID(FFDCArlingtonScribeYearlingGreeting1a1bQSTIÑsFULLFDe l'argent et la promesse d'un mystérieux dédommagement ? Je marche.PNAMHBDATAGRUPë݇=INFO» ü‡DATAQSTIÑsPNAMTRDT2ÍÍÍÍÍÍNAM1?À défaut de mieux, j'admire votre dévouement à votre... cause.NAM2NAM3TRDT2#¯NAM1~Bien, au fait : ma tâche consiste à collecter les écrits de nos prédécesseurs afin de compléter les archives de la Confrérie.NAM2NAM3TRDT2iceoniNAM1ŒSi la plupart des livres d'avant-guerre ont été détruits, quelques-uns ont survécu. Mais trouver un livre dans ces ruines est... difficile.NAM2NAM3TRDT2iceoniNAM1Alors, revenez ici avec les livres d'avant-guerre que vous trouverez et je vous récompenserai. En argent. Parce que c'est ce que vous préférez.NAM2NAM3CTDA€?HëVSCHRSCDA rs 1SCTX%set FreeformDC.YearlingMadeOffer to 1SCROÑsNEXTSCHRSCDA£rn nSCTX.SetObjectiveDisplayed PNOSuivitMiniQuetes 10 1SCRODIALœÞ‡EDID(FFDCArlingtonScribeYearlingGreeting1a1aQSTIÑsFULLLTant qu'il est question d'argent, on peut compter sur moi. Mmh... L'argent.PNAMHBDATAGRUPëÞ‡=INFO» !ˆDATAQSTIÑsPNAMTRDT2ÍÍÍÍÍÍNAM1?À défaut de mieux, j'admire votre dévouement à votre... cause.NAM2NAM3TRDT2#¯NAM1~Bien, au fait : ma tâche consiste à collecter les écrits de nos prédécesseurs afin de compléter les archives de la Confrérie.NAM2NAM3TRDT2iceoniNAM1ŒSi la plupart des livres d'avant-guerre ont été détruits, quelques-uns ont survécu. Mais trouver un livre dans ces ruines est... difficile.NAM2NAM3TRDT2iceoniNAM1Alors, revenez ici avec les livres d'avant-guerre que vous trouverez et je vous récompenserai. En argent. Parce que c'est ce que vous préférez.NAM2NAM3CTDA€?HëVSCHRSCDA rs 1SCTX%set FreeformDC.YearlingMadeOffer to 1SCROÑsNEXTSCHRSCDA£rn nSCTX.SetObjectiveDisplayed PNOSuivitMiniQuetes 10 1SCRODIALà‡EDID'FFDCArlingtonScribeYearlingGreeting1a3QSTIÑsFULL2Désolé(e), je suis trop occupé(e) pour l'instant.PNAMHBDATAGRUPià‡=INFO9 ÷‡DATAQSTIÑsPNAMTRDT2±®NAM1“Très bien. Mais écoutez-moi avant de partir. Ma tâche consiste à recueillir les livres en bon état afin de compléter les archives de la Citadelle.NAM2NAM3TRDT2±®NAM1”Si vous en trouvez lors de vos déplacements, rapportez-les-moi et je vous récompenserai. Et je ne vous demanderai pas comment vous les avez acquis.NAM2NAM3TRDT2±®NAM1bVoilà ma proposition. Allez, maintenant. Si vous avez envie de nous aider, vous me trouverez ici.NAM2NAM3CTDA€?HëVSCHRSCDA rs 1SCTX%set FreeformDC.YearlingMadeOffer to 1SCROÑsNEXTSCHRSCDA£rn nSCTX.SetObjectiveDisplayed PNOSuivitMiniQuetes 10 1SCRODIALdê‡EDIDFFDCRockCreekGrandmaRumorsQSTIÑsFULL!Il se passe des choses par ici ?PNAMHBDATAGRUPÀê‡=INFO@ˆDATAQSTIÑsPNAMTRDT2ÍÍÍÍÍÍNAM1jDes gens sont passés l'autre jour. Ils ont dit qu'ils cherchaient un fauteur de troubles sorti d'un abri.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1UJe leur ai dit que je n'avais vu personne de ce genre et ils ont repris leur chemin.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1OMais ils sont peut-être encore dans le coin, si vous pensez pouvoir les aider.NAM2NAM3CTDA€?H_!CTDA zÃSCHRNEXTSCHRINFO8 ˆDATAQSTIÑsPNAMˆTRDT2ÍÍÍÍÍÍNAM1bDes gens sont passés l'autre jour. Ils ont dit qu'ils cherchaient une bonne âme sortie d'un abri.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1UJe leur ai dit que je n'avais vu personne de ce genre et ils ont repris leur chemin.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1OMais ils sont peut-être encore dans le coin, si vous pensez pouvoir les aider.NAM2NAM3CTDA€?H_!CTDA`zCSCHRNEXTSCHRDIAL^4¥EDIDRadioGNRPlayerExploitsMS16QSTI†$FULLRadioGNRPlayerExploitsMS16PNAMHBDATAGRUP(4¥=INFOø èÈDATAQSTI†$PNAMçÈTRDT2ÍÍÍÍÍÍNAM1‘Qui dit qu'on ne revient jamais chez soi, hein ? La gamine de l'Abri 101 l'a fait, mais il semble que son séjour là-bas n'ait pas été très long.NAM2NAM3CTDAO†$CTDA€?ƒTCLT4¥TCLFÓSCHRNEXTSCHRSCDArs rs 1 +SCTXNSet RadioGalaxyNewsQuest.ExploitVar to ( RadioGalaxyNewsQuest.ExploitVar + 1 )SCRO†$ANAM‹$DIAL^9¥EDIDRadioGNRPlayerExploitsMS06QSTI†$FULLRadioGNRPlayerExploitsMS06PNAMHBDATAGRUP—9¥=INFOg KÉDATAQSTI†$PNAMJÉTRDT2ÍÍÍÍÍÍNAM1QSi elle pouvait maintenant ôter tous ces tuyaux affreux du Jefferson Memorial...NAM2NAM3CTDA€?ƒTCLTøzTCLF9¥SCHRNEXTSCHRSCDA rs 0SCTX(Set RadioGalaxyNewsQuest.ExploitVar to 0SCRO†$ANAM‹$DIAL^:¥EDIDRadioGNRPlayerExploitsMS05QSTI†$FULLRadioGNRPlayerExploitsMS05PNAMHBDATAGRUP’:¥=INFO J¥DATAQSTI†$PNAMTRDT2ÍÍÍÍÍÍNAM1‡Eh, vous savez quoi ? Le vagabond solitaire a fini de collectionner les bouteilles de soda. Certains jours, les infos, c'est maigre...NAM2NAM3CTDA@@O†$TCLTøzTCLF:¥SCHRNEXTSCHRSCDA rs 0SCTX(set RadioGalaxyNewsQuest.ExploitVar to 0SCRO†$ANAM‹$INFO­ K¥DATAQSTI†$PNAMJ¥TRDT2ÍÍÍÍÍÍNAM1—Il paraît que ça a un goût de merde de scorpion et que ça fait pisser bleu. Ou alors, ça a le goût de pisse de scorpion et ça fait chier bleu ? Bah...NAM2NAM3CTDA@O†$TCLTøzTCLF:¥SCHRNEXTSCHRSCDA rs 3SCTX(Set RadioGalaxyNewsQuest.ExploitVar to 3SCRO†$ANAM‹$DIALuÜÂEDIDMS12FinMurderedTopicQSTI“ÎFULL8Où sont passés les autres résidents de Tenpenny Tower ?PNAMHBDATAGRUPÜÂ=²5ZINFOßäÂDATAQSTI“ÎPNAMãÂTRDTdeas€éNAM1ŒDisons que ces hypocrites de peaux-lisses n'ont pas apprécié le changement de direction. Alors, ils ont été "chassés". Ce n'est pas un mal.NAM2NAM3CTDA€?H°×CTDAO“ÎCTDA`€?O“ÎCTDAOŸNSCHRNEXTSCHRRNAM;J'ai remarqué que les locataires comptaient peu d'humains.DIAL^ÏÈEDIDRadioGNRMusicExtroSpecificQSTI†$FULLRadioGNRMusicExtroSpecificPNAMHBDATAGRUPw ÏÈ=INFO ÉDATAQSTI†$PNAMTRDT2ÍÍÍÍÍÍNAM1DC'était les Ink Spots avec "I Don't Want to Set the World on Fire".NAM2NAM3CTDA@AO†$TCLFôzSCHRNEXTSCHRANAM‹$INFOä!ÉDATAQSTI†$PNAM ÉTRDT2ÍÍÍÍÍÍNAM1$C'était les Ink Spots avec "Maybe".NAM2NAM3CTDA0AO†$TCLFôzSCHRNEXTSCHRANAM‹$INFOå"ÉDATAQSTI†$PNAM!ÉTRDT2ÍÍÍÍÍÍNAM1%C'était "Happy Times" de Bob Crosby.NAM2NAM3CTDA AO†$TCLFôzSCHRNEXTSCHRANAM‹$INFOç#ÉDATAQSTI†$PNAM"ÉTRDT2ÍÍÍÍÍÍNAM1'C'était Bob Crosby et "Way Back Home".NAM2NAM3CTDAÂBO†$TCLFôzSCHRNEXTSCHRANAM‹$INFOç$ÉDATAQSTI†$PNAM#ÉTRDT2ÍÍÍÍÍÍNAM1'C'était Roy Brown avec "Butcher Pete".NAM2NAM3CTDAAO†$TCLFôzSCHRNEXTSCHRANAM‹$INFOì%ÉDATAQSTI†$PNAM$ÉTRDT2ÍÍÍÍÍÍNAM1,C'était Roy Brown dans "Mighty Mighty Man".NAM2NAM3CTDAà@O†$TCLFôzSCHRNEXTSCHRANAM‹$INFOï&ÉDATAQSTI†$PNAM%ÉTRDT2ÍÍÍÍÍÍNAM1/C'était Billie Holiday et "Crazy He Calls Me".NAM2NAM3CTDAÀ@O†$TCLFôzSCHRNEXTSCHRANAM‹$INFOé'ÉDATAQSTI†$PNAM&ÉTRDT2ÍÍÍÍÍÍNAM1)C'était "Easy Living" de Billie Holiday.NAM2NAM3CTDA @O†$TCLFôzSCHRNEXTSCHRANAM‹$INFO(ÉDATAQSTI†$PNAM'ÉTRDT2ÍÍÍÍÍÍNAM1@C'étaient Danny Kaye et les Andrew Sisters avec "Civilization".NAM2NAM3CTDA€@O†$TCLFôzSCHRNEXTSCHRANAM‹$INFO)ÉDATAQSTI†$PNAM(ÉTRDT2ÍÍÍÍÍÍNAM1FC'était Fitzgerald interprétant "Into Each Life Some Rain Must Fall".NAM2NAM3CTDA@@O†$TCLFôzSCHRNEXTSCHRANAM‹$INFOè*ÉDATAQSTI†$PNAM)ÉTRDT2ÍÍÍÍÍÍNAM1(C'était Tex Beneke et "A Wonderful Guy"NAM2NAM3CTDA@O†$TCLFôzSCHRNEXTSCHRANAM‹$INFOò+ÉDATAQSTI†$PNAM*ÉTRDT2ÍÍÍÍÍÍNAM12C'était Cole Porter interprétant "Anything Goes".NAM2NAM3CTDA€?O†$TCLFôzSCHRNEXTSCHRANAM‹$DIALSåEDIDRDTopicMuseumQSTIÈFULLCe Dave a son propre musée ?PNAMHBDATAGRUPÿå=INFOÏЦDATAQSTIÈPNAMðNAMEäTRDT2ÍÍÍÍÍÍNAM1vOui, tous ce qui est ici provient des aventures de Dave dans les Terres désolées avant la fondation de la République.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1OJ'organise une visite tous les après-midi, vers 2 heures. Vous devriez venir !NAM2NAM3CTDA.ž¸CTDA€?H„ÈSCHRNEXTSCHRDIALRIEDIDPFLamplightCapture2AQSTIx…FULLPFLamplightCapture2APNAMHBDATAGRUPÙI=²5ZINFO© WDATAQSTIx…PNAMTRDT2ÍÍÍÍÍÍNAM1fBien sûr, si vous pensez pouvoir y arriver. Je crois que je connais un acheteur que ça intéresserait.NAM2NAM3TRDTÍÍÍÍÍÍNAM1Je vais envoyer un de mes meilleurs éléments attendre près de Lamplight. Vous, entrez et trouvez le gosse le plus mignon et confiant qui soit.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1RAttirez-le à l'extérieur et tout le monde sera content. Sauf le mioche, bien sûr.NAM2NAM3CTDA€?HŸVSCHRNEXTSCHR8SCDA8 rs 1!|r£rnnSCTXŽset DialogueLilLamplight.LamplightSlaver to 1 LLSlaverREF.enable player.addnote LLKidnapNote SetObjectiveDisplayed PNOSuivitMiniQuetes 15 1SCRO³*SCROSCROy…SCRO-ÇSCRORNAMHSi je pouvais entrer, je pourrais peut-être faire sortir un des gosses.DIALOJEDIDPFLamplightCapture1QSTIx…FULLPFLamplightCapturePNAMHBDATAGRUP¤J=²5ZINFOt RDATAQSTIx…PNAMTRDT2NAM1gOui, en effet, un colis bien agréable, vraiment ! Je lui ai trouvé tout de suite un foyer accueillant.NAM2NAM3TRDTKÍÍÍÍÍÍNAM1aC'est tellement gratifiant d'aider les gens qui ont besoin de gens, non ? Ça réchauffe le coeur.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1•Mais, à propos des petits cadeaux que nous offre la vie, voilà le vôtre. Il ne paie pas de mine, mais ce casque est super renforcé. Il vous servira.NAM2NAM3CTDA@@Oy…CTDA€?HŸVSCHRNEXTSCHR%SCDA% rn£rnnSCTXXplayer.additem LLFFArmorRaider03Helmet 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 15 1SCROSCROu÷SCRORNAM8Vous avez reçu mon colis ? Celui qui s'appelle Bumble ?DIALTøUEDIDRadioGNRMusicGENERIC2QSTI†$FULLRadioGNRMusicGENERIC2PNAMHBDATAGRUPn*øU=†$INFO0 çWDATA QSTI†$PNAMTRDT2uesòtSoNAM1 NAM2NAM3CTDA PAO†$CTDA PAO†$CTDA PAO†$CTDA PAO†$CTDA PAO†$8CTDA PAO†$9CTDA PAO†$:CTDA PAO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX ;Boogie ManNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO0 éWDATA QSTI†$PNAMçWTRDT2uesòtSoNAM1 NAM2NAM3CTDA `AO†$CTDA `AO†$CTDA `AO†$CTDA `AO†$CTDA `AO†$8CTDA `AO†$9CTDA `AO†$:CTDA `AO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX ;Fox BoogieNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO6 îWDATA QSTI†$PNAMéWTRDT2uesòtSoNAM1 NAM2NAM3CTDA pAO†$CTDA pAO†$CTDA pAO†$CTDA pAO†$CTDA pAO†$8CTDA pAO†$9CTDA pAO†$:CTDA pAO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX;I'm Tickled PinkNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO5 ïWDATA QSTI†$PNAMîWTRDT2uesòtSoNAM1 NAM2NAM3CTDA €AO†$CTDA €AO†$CTDA €AO†$CTDA €AO†$CTDA €AO†$8CTDA €AO†$9CTDA €AO†$:CTDA €AO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX;Jazzy InterludeNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO0 øWDATA QSTI†$PNAMïWTRDT2uesòtSoNAM1 NAM2NAM3CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$8CTDA ˆAO†$9CTDA ˆAO†$:CTDA ˆAO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX ;Jolly DaysNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO6 QYDATA QSTI†$PNAMøWTRDT2uesòtSoNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX;Let's Go SunningNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO4 ƒYDATA QSTI†$PNAMQYTRDT2uesòtSoNAM1 NAM2NAM3CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$8CTDA ˜AO†$9CTDA ˜AO†$:CTDA ˜AO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX;Rhythm For YouNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO1 …YDATA*QSTI†$PNAMƒYTRDT2uesòtSoNAM1 NAM2NAM3CTDA  AO†$CTDA  AO†$CTDA  AO†$CTDA  AO†$CTDA  AO†$8CTDA  AO†$9CTDA  AO†$:CTDA  AO†$;CTDA@O†$ TCLFõzTCLF1VSCHRSCTX ;Swing DoorsNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 15 rs  0SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 15 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$DIALT1VEDIDRadioGNRMusicGENERIC1QSTI†$FULLRadioGNRMusicGENERIC1PNAMHBDATAGRUP­V1V=†$INFON ïVDATA QSTI†$PNAMTRDT2uesòtSoNAM1 NAM2NAM3CTDA PAO†$CTDA PAO†$CTDA PAO†$CTDA PAO†$CTDA PAO†$8CTDA PAO†$9CTDA PAO†$:CTDA PAO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Boogie ManNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFON ðVDATA QSTI†$PNAMïVTRDT2uesòtSoNAM1 NAM2NAM3CTDA `AO†$CTDA `AO†$CTDA `AO†$CTDA `AO†$CTDA `AO†$8CTDA `AO†$9CTDA `AO†$:CTDA `AO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Fox BoogieNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOT WDATA QSTI†$PNAMðVTRDT2uesòtSoNAM1 NAM2NAM3CTDA pAO†$CTDA pAO†$CTDA pAO†$CTDA pAO†$CTDA pAO†$8CTDA pAO†$9CTDA pAO†$:CTDA pAO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;I'm Tickled PinkNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOS WDATA QSTI†$PNAMWTRDT2uesòtSoNAM1 NAM2NAM3CTDA €AO†$CTDA €AO†$CTDA €AO†$CTDA €AO†$CTDA €AO†$8CTDA €AO†$9CTDA €AO†$:CTDA €AO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Jazzy InterludeNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFON WDATA QSTI†$PNAMWTRDT2uesòtSoNAM1 NAM2NAM3CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$8CTDA ˆAO†$9CTDA ˆAO†$:CTDA ˆAO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Jolly DaysNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOT #WDATA QSTI†$PNAMWTRDT2uesòtSoNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Let's Go SunningNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOR CWDATA QSTI†$PNAM#WTRDT2uesòtSoNAM1 NAM2NAM3CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$8CTDA ˜AO†$9CTDA ˜AO†$:CTDA ˜AO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX;Rhythm For YouNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOO DWDATA*QSTI†$PNAMCWTRDT2uesòtSoNAM1 NAM2NAM3CTDA  AO†$CTDA  AO†$CTDA  AO†$CTDA  AO†$CTDA  AO†$8CTDA  AO†$9CTDA  AO†$:CTDA  AO†$;CTDA€?O†$ TCLTôzTCLTøUTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Swing DoorsNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFON EWDATA QSTI†$PNAMDWTRDT2uesòtSoNAM1 NAM2NAM3CTDA PAO†$CTDA PAO†$CTDA PAO†$CTDA PAO†$CTDA PAO†$8CTDA PAO†$9CTDA PAO†$:CTDA PAO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Boogie ManNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFON HWDATA QSTI†$PNAMEWTRDT2uesòtSoNAM1 NAM2NAM3CTDA `AO†$CTDA `AO†$CTDA `AO†$CTDA `AO†$CTDA `AO†$8CTDA `AO†$9CTDA `AO†$:CTDA `AO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Fox BoogieNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOT JWDATA QSTI†$PNAMHWTRDT2uesòtSoNAM1 NAM2NAM3CTDA pAO†$CTDA pAO†$CTDA pAO†$CTDA pAO†$CTDA pAO†$8CTDA pAO†$9CTDA pAO†$:CTDA pAO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;I'm Tickled PinkNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOS LWDATA QSTI†$PNAMJWTRDT2uesòtSoNAM1 NAM2NAM3CTDA €AO†$CTDA €AO†$CTDA €AO†$CTDA €AO†$CTDA €AO†$8CTDA €AO†$9CTDA €AO†$:CTDA €AO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Jazzy InterludeNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFON NWDATA QSTI†$PNAMLWTRDT2uesòtSoNAM1 NAM2NAM3CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$CTDA ˆAO†$8CTDA ˆAO†$9CTDA ˆAO†$:CTDA ˆAO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX ;Jolly DaysNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOT PWDATA QSTI†$PNAMNWTRDT2uesòtSoNAM1 NAM2NAM3CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$8CTDA AO†$9CTDA AO†$:CTDA AO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Let's Go SunningNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOR RWDATA QSTI†$PNAMPWTRDT2uesòtSoNAM1 NAM2NAM3CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$CTDA ˜AO†$8CTDA ˜AO†$9CTDA ˜AO†$:CTDA ˜AO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Rhythm For YouNEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$INFOX TWDATA*QSTI†$PNAMRWTRDT2uesòtSoNAM1 NAM2NAM3CTDA  AO†$CTDA  AO†$CTDA  AO†$CTDA  AO†$CTDA  AO†$8CTDA  AO†$9CTDA  AO†$:CTDA  AO†$;CTDAO†$ TCLTõzTCLT1VTCLF÷zTCLFõzTCLF1VSCHRSCTX;Swing Doors AAAAAANEXTSCHR¢SCDA¢rs; rs:rs: rs9rs9 rs8rs8 rsrs rsrs rsrs rs rs 13 rs  1SCTX•set RadioGalaxyNewsQuest.LastSongPlayed8 to RadioGalaxyNewsQuest.LastSongPlayed7 set RadioGalaxyNewsQuest.LastSongPlayed7 to RadioGalaxyNewsQuest.LastSongPlayed6 set RadioGalaxyNewsQuest.LastSongPlayed6 to RadioGalaxyNewsQuest.LastSongPlayed5 set RadioGalaxyNewsQuest.LastSongPlayed5 to RadioGalaxyNewsQuest.LastSongPlayed4 set RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 13 set RadioGalaxyNewsQuest.SongsPlayed to 1SCRO†$DIALx%nEDID+FFPFProntoTradeChineseAssaultRiflesEnough2QSTIÛsFULL%Allez, je n'ai pas toute la journée.PNAMHBDATAGRUP %n=INFOð `nDATAQSTIÛsPNAMTRDT2ÍÍÍÍÍÍNAM1rÇa devrait être bon ! Laissez-moi quelques jours pour faire passer le mot. Je devrais être ravitaillé assez vite.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1}Merci de votre aide. Je n'y serais jamais arrivé sans vous. Et rien que pour vous : 20 % de remise au nouveau Lock and Load.NAM2NAM3CTDA€?H¤VCTDA` AOÛsSCHRNEXTSCHR1SCDA1 rs G rs 1¢rnnSCTX¦set FreeformParadiseFalls.ProntoUpgradeDay to GameDaysPassed set FreeformParadiseFalls.ProntoHasAllAssaultRifles to 1 SetObjectiveCompleted PNOSuivitMiniQuetes 16 1SCROÛsSCRO9SCRODIALi&nEDID+FFPFProntoTradeChineseAssaultRiflesEnough1QSTIÛsFULLAlors, on en est où ?PNAMHBDATAGRUP &n=INFOð EnDATAQSTIÛsPNAMTRDT2ÍÍÍÍÍÍNAM1rÇa devrait être bon ! Laissez-moi quelques jours pour faire passer le mot. Je devrais être ravitaillé assez vite.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1}Merci de votre aide. Je n'y serais jamais arrivé sans vous. Et rien que pour vous : 20 % de remise au nouveau Lock and Load.NAM2NAM3CTDA€?H¤VCTDA` AOÛsSCHRNEXTSCHR1SCDA1 rs G rs 1¢rnnSCTX¦set FreeformParadiseFalls.ProntoUpgradeDay to GameDaysPassed set FreeformParadiseFalls.ProntoHasAllAssaultRifles to 1 SetObjectiveCompleted PNOSuivitMiniQuetes 16 1SCROÛsSCRO9SCRODIALd5nEDIDFFPFProntoSupplies1a1aQSTIÛsFULL%Ça me paraît une bonne affaire, mec.PNAMHBDATAGRUPó5n=INFOà ^nDATAQSTIÛsPNAMTRDT2ÍÍÍÍÍÍNAM1jD'accord. Vingt fusils d'assaut chinois et on est en affaires. Apportez-moi tous ceux que vous trouverez.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1DJe me moque de leur état, je les démonterai pour vendre les pièces.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1#Je serai toujours au même endroit.NAM2NAM3CTDA€?H¤VSCHRNEXTSCHR*SCDA* rs 1|r£rnnSCTXŽset FreeformParadiseFalls.ProntoMadeOfferChineseRifles to 1 AddNote FFParadiseFallsProntoNote SetObjectiveDisplayed PNOSuivitMiniQuetes 16 1SCROÛsSCRO!%SCRODIAL†8nEDIDFFPFProntoSupplies1b1QSTIÛsFULLHBesoin de quoi ? Je pourrais peut-être apporter des choses à troquer...PNAMHBDATAGRUPV8n=INFO& dnDATAQSTIÛsPNAMTRDT2ÍÍÍÍÍÍNAM1`Ouais... Vous savez, je pourrais arranger ce trou à rats si j'avais de meilleures marchandises.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1yAvant tout, apportez-moi des fusils d'assaut chinois. Tout le monde en demande pour les pièces. Vingt, ça devrait aller.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1=Je vais les troquer et je pourrai vite améliorer mon stock. NAM2NAM3CTDA€?H¤VTCLT5nTCLT4nTCLT3nSCHRNEXTSCHR*SCDA* rs 1|r£rnnSCTXŽset FreeformParadiseFalls.ProntoMadeOfferChineseRifles to 1 AddNote FFParadiseFallsProntoNote SetObjectiveDisplayed PNOSuivitMiniQuetes 16 1SCROÛsSCRO!%SCRODIALqIyEDIDRDDaveLetStayB1QSTIÈFULL9Un fusil de chasse ? Très bien, je vais en rapporter un.PNAMHBDATAGRUPsIy=INFO  QyDATAQSTIÈPNAMTRDTÍÍÍÍÍÍNAM1;Très bien. Revenez avec et vous ferez partie des réfugiés.NAM2NAM3CTDA€?H˜šCTDA/3CSCHRNEXTSCHR!SCDA! rs 6£rnnSCTXVSet DialogueRepublicDave.PCStatus to 6 SetObjectiveDisplayed PNOSuivitMiniQuetes 17 1SCROÈSCROINFO‹ RyDATAQSTIÈPNAMQyTRDT2ÍÍÍÍÍÍNAM1rOui, ça fera l'affaire. Félicitations vous avez désormais le statut officiel de réfugié de la République de Dave.NAM2NAM3CTDA€?H˜šCTDA`€?/3CSCHRNEXTSCHRESCDAER rn rn rs 3¢rnnSCTX player.removeitem weaphuntingrifle 1 DaveRef.additem weaphuntingrifle 1 Set DialogueRepublicDave.PCStatus to 3 SetObjectiveCompleted PNOSuivitMiniQuetes 17 1SCROSCROž¸SCRO3CSCROÈSCRORNAM"J'ai un fusil de chasse juste là.DIAL^¿MEDIDRadioGNRMusic2ThreeDogDeadQSTI†$FULLRadioGNRMusic2ThreeDogDeadPNAMHBDATAGRUP£&¿M=†$INFO& ÄNDATA QSTI†$PNAMTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA@O†$ TCLFòMTCLFöUSCHRSCTX;Ink Spots -- I Don't Want...NEXTSCHRVSCDAVrs rsrs rsrs rs rs 12 rs  0SCTXMset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO äNDATA QSTI†$PNAMÄNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$TCLFòMTCLFöUSCHRSCTX;Ink Spots -- MaybeNEXTSCHRVSCDAVrs rsrs rsrs rs rs 11 rs  0SCTXMset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO# åNDATA QSTI†$PNAMäNTRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLFòMTCLFöUSCHRSCTX;Bob Crosby -- Happy TimesNEXTSCHRVSCDAVrs rsrs rsrs rs rs 10 rs  0SCTXMset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO# æNDATA QSTI†$PNAMåNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLFòMTCLFöUSCHRSCTX;Bob Crosby -- Way Back HomeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 9 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO! çNDATA QSTI†$PNAMæNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLFòMTCLFöUSCHRSCTX;Roy Brown -- Butcher PeteNEXTSCHRUSCDAUrs rsrs rsrs rs rs 8 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO& èNDATA QSTI†$PNAMçNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$TCLFòMTCLFöUSCHRSCTX;Roy Brown -- Mighty Mighty ManNEXTSCHRUSCDAUrs rsrs rsrs rs rs 7 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO* éNDATA QSTI†$PNAMèNTRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$TCLFòMTCLFöUSCHRSCTX#;Billy Holiday -- Crazy He Calls MeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 6 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO$ ëNDATA QSTI†$PNAMéNTRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$TCLFòMTCLFöUSCHRSCTX;Billy Holiday -- Easy LivingNEXTSCHRUSCDAUrs rsrs rsrs rs rs 5 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO ðNDATA QSTI†$PNAMëNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$TCLFòMTCLFöUSCHRSCTX ;Danny KayeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 4 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO ñNDATA QSTI†$PNAMðNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$TCLFòMTCLFöUSCHRSCTX;Ella FitzgeraldNEXTSCHRUSCDAUrs rsrs rsrs rs rs 3 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO òNDATA QSTI†$PNAMñNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA@O†$ CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$TCLFòMTCLFöUSCHRSCTX ;Tex BenekeNEXTSCHRUSCDAUrs rsrs rsrs rs rs 2 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$INFO óNDATA*QSTI†$PNAMòNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$CTDA€?O†$ TCLFòMTCLFöUSCHRSCTX ;Cole PorterNEXTSCHRUSCDAUrs rsrs rsrs rs rs 1 rs  0SCTXLset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1 set RadioGalaxyNewsQuest.SongsPlayed to 0SCRO†$DIAL^òMEDIDRadioGNRMusic1ThreeDogDeadQSTI†$FULLRadioGNRMusic1ThreeDogDeadPNAMHBDATAGRUPÓ)òM=†$INFOj ôNDATA QSTI†$PNAMTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA @AO†$CTDA€?O†$ TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Ink Spots -- I Don't Want...NEXTSCHR_SCDA_rs rsrs rsrs rs rs 12rs rs 1 +SCTXtset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 12 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO` &ODATA QSTI†$PNAMôNTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$CTDA 0AO†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Ink Spots -- MaybeNEXTSCHR_SCDA_rs rsrs rsrs rs rs 11rs rs 1 +SCTXtset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 11 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOg 'ODATA QSTI†$PNAM&OTRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Bob Crosby -- Happy TimesNEXTSCHR_SCDA_rs rsrs rsrs rs rs 10rs rs 1 +SCTXtset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 10 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOg *ODATA QSTI†$PNAM'OTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Bob Crosby -- Way Back HomeNEXTSCHR^SCDA^rs rsrs rsrs rs rs 9rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 9 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOe ~ODATA QSTI†$PNAM*OTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA AO†$CTDA AO†$CTDA AO†$CTDA AO†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Roy Brown -- Butcher PeteNEXTSCHR^SCDA^rs rsrs rsrs rs rs 8rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 8 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOj šODATA QSTI†$PNAM~OTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA à@O†$CTDA à@O†$CTDA à@O†$CTDA à@O†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Roy Brown -- Mighty Mighty ManNEXTSCHR^SCDA^rs rsrs rsrs rs rs 7rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 7 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOn ±ODATA QSTI†$PNAMšOTRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA À@O†$CTDA À@O†$CTDA À@O†$CTDA À@O†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX#;Billy Holiday -- Crazy He Calls MeNEXTSCHR^SCDA^rs rsrs rsrs rs rs 6rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 6 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOh æPDATA QSTI†$PNAM±OTRDT2ÍÍÍ òÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA  @O†$CTDA  @O†$CTDA  @O†$CTDA  @O†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Billy Holiday -- Easy LivingNEXTSCHR^SCDA^rs rsrs rsrs rs rs 5rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 5 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOV çPDATA QSTI†$PNAMæPTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA €@O†$CTDA €@O†$CTDA €@O†$CTDA €@O†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX ;Danny KayeNEXTSCHR^SCDA^rs rsrs rsrs rs rs 4rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 4 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFO[ )QDATA QSTI†$PNAMçPTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA @@O†$CTDA @@O†$CTDA @@O†$CTDA @@O†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX;Ella FitzgeraldNEXTSCHR^SCDA^rs rsrs rsrs rs rs 3rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 3 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOV /QDATA QSTI†$PNAM)QTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA€?O†$ CTDA @O†$CTDA @O†$CTDA @O†$CTDA @O†$TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX ;Tex BenekeNEXTSCHR^SCDA^rs rsrs rsrs rs rs 2rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 2 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$INFOW ˜QDATA*QSTI†$PNAM/QTRDT2ÍÍÍòÍÍÍNAM1 NAM2NAM3CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA €?O†$CTDA€?O†$ TCLT¿MTCLTòUTCLFòMTCLFöUSCHRSCTX ;Cole PorterNEXTSCHR^SCDA^rs rsrs rsrs rs rs 1rs rs 1 +SCTXsset RadioGalaxyNewsQuest.LastSongPlayed4 to RadioGalaxyNewsQuest.LastSongPlayed3 set RadioGalaxyNewsQuest.LastSongPlayed3 to RadioGalaxyNewsQuest.LastSongPlayed2 set RadioGalaxyNewsQuest.LastSongPlayed2 to RadioGalaxyNewsQuest.LastSongPlayed set RadioGalaxyNewsQuest.LastSongPlayed to 1 set RadioGalaxyNewsQuest.SongsPlayed to ( RadioGalaxyNewsQuest.SongsPlayed + 1 )SCRO†$DIALIcôEDID HD00JokeQSTIzôFULLRaconte-moi une blague.PNAMHBDATAGRUPjcô=INFO:ÔfDATAQSTIzôPNAMTRDT2@NAM1lMon système d'émissions humoristiques a besoin de se recharger, veuillez me redemandez ceci ultérieurement.NAM2NAM3CTDA€?G{ôCTDA`€?OzôSCHRNEXTSCHRDIALXwm EDIDRadioGNRNewsStoryGenericRELAYQSTI†$FULLRadioGNRNewsRELAYPNAMHBDATAGRUPZwm =INFO |m DATA QSTI†$PNAM{m TRDT2ÍÍÍÍÍÍNAM1 NAM2NAM3CTDA À@O†$TCLTÃÈTCLFÓSCHRNEXTSCHRSCDA rs 6SCTX&set RadioGalaxyNewsQuest.LastNews to 6SCRO†$ANAM‹$INFO  FDATA QSTI†$PNAM|m TRDT2GalNAM1 NAM2NAM3CTDA  @O†$TCLTÄÈTCLFÓSCHRNEXTSCHRSCDA rs 5SCTX&set RadioGalaxyNewsQuest.LastNews to 5SCRO†$INFO8 ~m DATA QSTI†$PNAMFTRDT2ÍÍÍÍÍÍNAM1 NAM2NAM3CTDA €@O†$CTDA€HC:ŸNTCLTÅÈTCLFÓSCHRNEXTSCHRSCDA rs 4SCTX&set RadioGalaxyNewsQuest.LastNews to 4SCRO†$ANAM‹$INFO8 m DATA QSTI†$PNAM~m TRDT2ÍÍÍÍÍÍNAM1 NAM2NAM3CTDA @@O†$CTDA€ÈB:—NTCLTÆÈTCLFÓSCHRNEXTSCHRSCDA rs 3SCTX&set RadioGalaxyNewsQuest.LastNews to 3SCRO†$ANAM‹$INFO8 m DATA*QSTI†$PNAM€m TRDT2ÍÍÍÍÍÍNAM1 NAM2NAM3CTDA €?O†$CTDA ðB:•NTCLTÈÈTCLFÓSCHRNEXTSCHRSCDA rs 1SCTX&set RadioGalaxyNewsQuest.LastNews to 1SCRO†$ANAM‹$DIALBüÞ EDID CherryThanksQSTI[¿FULL CherryThanksPNAMHBDATADIALH›^ EDIDFFOutcastsTrustQSTI˜FULLFFOutcastsTrustPNAM\BDATAGRUPW›^ =²5ZINFO' Ô^ DATAQSTI˜PNAMTRDT2ÍÍÍÍÍÍNAM1€Vous avez clairement prouvé votre utilité. Je vais faire dire à nos patrouilles que vous faites partie des amis des Dissidents.NAM2NAM3CTDA`HBO˜CTDA€?H9 SCHRNEXTSCHR$SCDA$ rn rnSCTXTplayer.addtofaction BrotherhoodOutcastAllyFaction 1 Player.additem OutcastBaseKey 1SCROSCROæ^ SCRO*,RNAM1Alors, c'est bon ? J'ai mérité votre confiance ?DIALZ¡^ EDIDFFOutcastsTechSparePartsQSTI˜FULLFFOutcastsTechSparePartsPNAMHBDATADIAL`©^ EDIDFFOutcastsTechEnclavePAHelmetQSTI˜FULLFFOutcastsEnclavePAHelmetPNAMHBDATAGRUP¼©^ =²5ZINFOŒ É^ DATAQSTI˜PNAMTRDT ÍÍÍÍÍÍNAM1DC'est du matériel sacrément résistant. On va en prendre grand soin.NAM2NAM3TRDT#ÍÍÍÍÍÍNAM14Bon, qu'est-ce que je peux vous donner en échange ?NAM2NAM3CTDA¶?DCTDA`€?/?DCTDA€?H9 TCLT ^ TCLTŸ^ TCLT^ TCLTž^ SCHRNEXTSCHR[SCDA[R rn rnîr rs 3rs rs rs +SCTXûplayer.removeitem armorenclavehelmet 1 ProtectorCasdinREF.additem armorenclavehelmet 1 ProtectorCasdinREF.Equipitem ArmorPowerHelmetOutcast set FFOutcasts.TechValue to 3 set FFOutcasts.OutcastTrust to FFOutcasts.OutcastTrust + FFOutcasts.TechValueSCROSCRO–!SCRO?DSCROr SCRO˜RNAM0Voilà un casque d'armure assistée de l'Enclave.DIALTª^ EDIDFFOutcastsTechEnclavePAQSTI˜FULLFFOutcastsEnclavePAPNAMHBDATAGRUP¿ª^ =²5ZINFO Á^ DATAQSTI˜PNAMTRDT ÍÍÍÍÍÍNAM1aEh bien, si je m'attendais à ça. L'armure avancée Mark II. Elle est superbe. Absolument superbe.NAM2NAM3TRDT#ÍÍÍÍÍÍNAM14Bon, qu'est-ce que je peux vous donner en échange ?NAM2NAM3CTDA¶>DCTDA`€?/>DCTDA€?H9 TCLT ^ TCLTŸ^ TCLT^ TCLTž^ SCHRNEXTSCHR[SCDA[R rn rnîr rs 7rs rs rs +SCTXéplayer.removeitem armorenclave 1 ProtectorCasdinREF.additem armorenclave 1 ProtectorCasdinREF.Equipitem ArmorPowerOutcast set FFOutcasts.TechValue to 7 set FFOutcasts.OutcastTrust to FFOutcasts.OutcastTrust + FFOutcasts.TechValueSCROSCRO–!SCRO>DSCROp SCRO˜RNAM(Voilà une armure assistée de l'Enclave.DIALV«^ EDIDFFOutcastsTechTeslaArmorQSTI˜FULLFFOutcastsTeslaArmorPNAMHBDATAGRUPµ«^ =²5ZINFO… Å^ DATAQSTI˜PNAMTRDTÍÍÍÍÍÍNAM1FÇa fait très longtemps que je n'en ai pas vue, vous pouvez me croire.NAM2NAM3TRDT#ÍÍÍÍÍÍNAM1:Et qu'aimeriez-vous en échange de cette petite surprise ?NAM2NAM3CTDA¶d´CTDA`€?/d´CTDA€?H9 TCLT ^ TCLTŸ^ TCLT^ TCLTž^ SCHRNEXTSCHR[SCDA[R rn rnîr rs 8rs rs rs +SCTXïplayer.removeitem armorteslapower 1 ProtectorCasdinREF.additem armorteslapower 1 ProtectorCasdinREF.Equipitem ArmorPowerOutcast set FFOutcasts.TechValue to 8 set FFOutcasts.OutcastTrust to FFOutcasts.OutcastTrust + FFOutcasts.TechValueSCROSCRO–!SCROd´SCROp SCRO˜RNAM-Cette armure Tesla pourrait vous intéresser.DIALb¬^ EDIDFFOutcastsTechPowerArmorHelmetQSTI˜FULLFFOutcastsPowerArmorHelmetPNAMHBDATAGRUP±¬^ =²5ZINFO ¶^ DATAQSTI˜PNAMTRDTÍÍÍÍÍÍNAM1MSeul, il ne vaut pas grand-chose, mais les optiques seront utiles, au moins.NAM2NAM3TRDT#ÍÍÍÍÍÍNAM10Sous quelle forme voulez-vous qu'on vous paie ?NAM2NAM3CTDA¶LCTDA`€?/LCTDA€?H9 TCLT ^ TCLTŸ^ TCLT^ TCLTž^ SCHRNEXTSCHR[SCDA[R rn rnîr rs 3rs rs rs +SCTX÷player.removeitem armorpowerhelmet 1 ProtectorCasdinREF.additem armorpowerhelmet 1 ProtectorCasdinREF.Equipitem ArmorPowerHelmetOutcast set FFOutcasts.TechValue to 3 set FFOutcasts.OutcastTrust to FFOutcasts.OutcastTrust + FFOutcasts.TechValueSCROSCRO–!SCROLSCROr SCRO˜RNAM$Prenez ce casque d'armure assistée.DIALP­^ EDIDFFOutcastsTechPowerArmorQSTI˜FULLFFOutcastsTechPNAMHBDATAGRUP­^ =²5ZINFO_ À^ DATAQSTI˜PNAMTRDTÍÍÍÍÍÍNAM1CJe suis toujours content d'en avoir une de plus dans les réserves.NAM2NAM3TRDT#ÍÍÍÍÍÍNAM10Sous quelle forme voulez-vous qu'on vous paie ?NAM2NAM3CTDA¶NCTDA`€?/NCTDA€?H9 TCLT ^ TCLTŸ^ TCLT^ TCLTž^ SCHRNEXTSCHR[SCDA[R rn rnîr rs 6rs rs rs +SCTXåplayer.removeitem armorpower 1 ProtectorCasdinREF.additem armorpower 1 ProtectorCasdinREF.Equipitem ArmorPowerOutcast set FFOutcasts.TechValue to 6 set FFOutcasts.OutcastTrust to FFOutcasts.OutcastTrust + FFOutcasts.TechValueSCROSCRO–!SCRONSCROp SCRO˜RNAMPrenez cette armure assistée.DIALH°^ EDIDFFOutcastWork2BQSTI˜FULLFFOutcastWork2BPNAMHBDATAGRUPu°^ =²5ZINFOE Ö^ DATAQSTI˜PNAMwTRDT2ÍÍÍÍÍÍNAM1FVoilà une réponse qui me plaît ! Vous pouvez commencer tout de suite.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1pVous viendrez directement me voir. Je vous prendrai votre matériel et je vous paierai. Maintenant, au travail !NAM2NAM3CTDA€?H9 SCHRNEXTSCHR!SCDA! rs 2£rnnSCTXNset FFOutcasts.OutcastJob to 2 SetObjectiveDisplayed PNOSuivitMiniQuetes 14 1SCRO˜SCRORNAMJe vais accepter ce boulot.DIALio EDIDMS02Greeting0aQSTI•NFULL2C'était quoi, tout ça ? Et qui étaient ces gens ?PNAMHBDATAGRUPúo =INFOÊ!o DATAQSTI•NPNAMTRDT2ÍÍÍÍÍÍNAM1oLe, euh... Mécaniste et la Fourmenteuse. C'est comme ça qu'ils se font appeler. Ils sont ridicules, je sais...NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1–Il y a quelque temps, nous avons été attaqués par la Fourmenteuse, une femme avec des fourmis. Le Mécaniste a sauvé la ville à la tête de ses robots.NAM2NAM3TRDTÍÍÍÍÍÍNAM1—Tout ça, c'est bien gentil, mais leurs combats prennent de plus en plus d'ampleur et ça chasse les marchands. Et ils n'ont pas l'intention de partir !NAM2NAM3CTDA€?HÉTCLT!sTCLT sTCLTsSCHRNEXTSCHRDIALqNo EDIDRCDanversBannonBlackmailQSTIrÕFULL0Bannon essaie de faire chanter Seagrave Holmes.PNAMHBDATAGRUPÿNo =INFOÏ ao DATAQSTIrÕPNAMTRDT2ase BNAM1#C'est assez bas, même pour Bannon.NAM2NAM3TRDT2ase BNAM1eQuand ça se saura, je parie que les vendeurs du marché ne voudront plus de lui pour les représenter.NAM2NAM3TRDT2ase BNAM1Merci pour votre aide.NAM2NAM3CTDA€?OrÕCTDA€?~uo CTDA€?H­VSCHRNEXTSCHR4SCDA4 rs 2¢rnn¢rnnSCTXˆSet DialogueRivetCity.SeagraveCouncil to 2 SetObjectiveCompleted PNOSuivitMiniQuetes 5 1 SetObjectiveCompleted PNOSuivitMiniQuetes 4 0SCROrÕSCRODIALPo EDIDRCBannonSeagraveLetterQSTIrÕFULLPJ'ai trouvé une lettre dans la chambre de Seagrave. Envoyée par des négriers...PNAMHBDATAGRUP/Po =INFOÿ Xo DATAQSTIrÕPNAMTRDT2ÍÍÍÍÍÍNAM1FC'est vrai ? Je... je veux dire, je suis choqué. Choqué, je vous dis.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1mParlez tout de suite de cette lettre à Danvers. Cela coupera court à ses espoirs de me remplacer au conseil.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1`Mais ne lui dites pas que je vous ai demandé de la chercher. Cela aurait un effet très néfaste.NAM2NAM3CTDA€?OrÕCTDA€?~uo CTDA€?HµVSCHRNEXTSCHR&SCDA&¢rnn¢rnnSCTX\SetObjectiveCompleted PNOSuivitMiniQuetes 4 1 SetObjectiveCompleted PNOSuivitMiniQuetes 5 0SCRODIALRo EDIDRCSeagraveBannonStealQSTIrÕFULLABannon dit que vous essayez de lui prendre son siège au conseil.PNAMHBDATAGRUPÀRo =²5ZINFO co DATAQSTIrÕPNAMbo TRDT22NAM1iSi vous avez lu cette lettre, vous savez que je ne suis pas un négrier et que je ne traite pas avec eux.NAM2NAM3TRDT22NAM1•Mais si cette lettre circule, personne ne me croira. Je n'aurai jamais de siège au conseil et Bannon me fera payer cher d'avoir essayé de l'éjecter.NAM2NAM3TRDT22NAM1’Si le sort de Rivet City vous intéresse ne serait-ce qu'un peu, dites à Danvers que Bannon me fait chanter, mais ne lui montrez pas cette lettre.NAM2NAM3CTDA€?H»VCTDA€?OrÕCTDA€?~uo SCHRNEXTSCHRSCDA£rnnSCTX-SetObjectiveDisplayed PNOSuivitMiniQuetes 5 1SCRORNAMPVous avez fait des affaires avec les négriers et j'ai une lettre qui le prouve.DIALŠVo EDIDRCBannonSeagraveDisagreeQSTIrÕFULLIPeu importe qui est Seagrave. Vous pensez qu'il menace votre influence ?PNAMHBDATAGRUP€Vo =INFOP [o DATAQSTIrÕPNAMTRDT2ñ½NAM1]Une menace ? Non, bien sûr que non ! Enfin, peut-être. Il cherche à me remplacer au conseil.NAM2NAM3TRDT2ñ½NAM1…C'est un homme louche, mais je n'arrive pas à le prouver. Celà dit, si quelqu'un trouvait quelque chose de compromettant chez lui...NAM2NAM3TRDT2ñ½NAM1?Eh bien, disons que je saurais faire preuve de reconnaissance.NAM2NAM3CTDA2PçCTDAOrÕCTDA€?HµVSCHRNEXTSCHR.SCDA.|r rs 1£rnnSCTXyPlayer.AddNote RCBannonRequest Set DialogueRivetCity.SeagraveCouncil to 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 4 1SCROSCROto SCROrÕSCRODIAL`Wo EDIDRCBannonSeagraveAgreeQSTIrÕFULL"Seagrave ? Oh, ouais. Il est nul.PNAMHBDATAGRUPžWo =INFOn io DATAQSTIrÕPNAMTRDT2ñ½NAM1~Alors, vous l'avez rencontré, hein ? Eh bien, il veut me remplacer au conseil. Mais je ne peux pas le laisser faire. Ça, non.NAM2NAM3TRDT2ñ½NAM1‚C'est un homme louche, mais je ne réussis pas à le prouver. Mais si quelqu'un trouvait quelque chose de compromettant chez lui...NAM2NAM3TRDT2ñ½NAM1?Eh bien, disons que je saurais faire preuve de reconnaissance.NAM2NAM3CTDA€?2PçCTDAOrÕCTDA€?HµVSCHRNEXTSCHR.SCDA.|r rs 1£rnnSCTXyPlayer.AddNote RCBannonRequest Set DialogueRivetCity.SeagraveCouncil to 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 4 1SCROSCROto SCROrÕSCRODIALxQˆ EDIDMQ05DadTLBigDealAboutWaterQSTI‹NFULL5C'est quoi toute cette histoire avec l'eau en fait ?PNAMðADATAGRUP¢Qˆ =INFOrSˆ DATAQSTI‹NPNAMTRDT2ÍÍÍÍÍÍNAM1‰L'Abri où tu as grandi avait son propre système de purification de l'eau. L'eau propre n'a jamais été un problème. Ici, c'est différent.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1yL'eau d'ici n'est jamais saine, et presque toujours irradiée. Elle permet à peine à la vie de se développer normalement.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1`Si nous pouvons changer ça, l'humanité aura une vraie chance de tout reconstruire. De repartir.NAM2NAM3CTDA€?HïœSCHRNEXTSCHRDIAL|Rˆ EDIDMQ05DadTLWhatisProjectPurityQSTI‹NFULL7Qu'est-ce que c'est que ce "projet Pureté", au juste ?PNAM$BDATAGRUP×Rˆ =INFO§Tˆ DATAQSTI‹NPNAMTRDT2ÍÍÍÍÍÍNAM1eAu départ, c'était une simple idée. Tu te rappelles le passage de la Bible que ta mère aimait tant ?NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1qDe l'eau saine et gratuite pour tous. Quel changement ça aurait été pour tous les habitants des Terres désolées.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1sAu fil du temps, cette idée a évolué et a pris la forme d'un purificateur. Mais très différent de celui de l'Abri.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1cCelui-là était gigantesque, capable de purifier d'un seul coup des milliers de mètres cubes d'eau.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1‡Nous nous sommes installés au vieux Jefferson Memorial, à côté du lac artificiel de DC. J'espère que tu le verras bientôt fonctionner.NAM2NAM3CTDA€?HïœSCHRNEXTSCHRDIALsV9 EDIDMS15FinTLSydneyBackground03QSTI%FULL/Belle arme. Je n'en ai jamais vue de pareille.PNAMHBDATAGRUPÆV9 =¢NINFO– l9 DATAQSTI%PNAMTRDT2ÍÍÍÍÍÍNAM1:Ouais, elle est bien. Je l'ai toujours sous mon oreiller.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1KMon père était fabricant de munitions. Il m'a tout appris des armes à feu.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1Alors, j'ai passé mon temps libre à bricoler des armes comme ce pistolet-mitrailleur Ultra de 10 mm. C'est une sorte de hobby.NAM2NAM3CTDA€@O¢NCTDA€?H":TCLTX9 TCLTW9 TCLTV9 TCLTT9 SCHRNEXTSCHRSCDA rs 1SCTXset MS15.Father to 1SCRO¢NDIALx; EDID MS04TLHelpSCQSTI—NFULLCÉcoute, tout ce que tu peux faire pour aider peut sauver des vies.PNAMHBDATAGRUP; =INFOÑ G DATA„QSTI—NPNAMTRDT2NAM1Vous savez, je ne sais pas si ça pourra vous servir, mais papa a caché des choses dans une benne derrière le vieux restaurant.NAM2Speech Challenge (-1719165643)NAM3TRDT2NAM1~Il m'a laissé la clé en me disant qu'elle était réservée aux urgences, mais j'imagine qu'il accepterait que je vous la donne.NAM2Speech Challenge (-1719165643)NAM3CTDA€?HÇTCLTXTCLT0•TCLTWSCHRNEXTSCHRSCDA rn|rSCTX?Player.Additem MS04CaHDumpsterKey 1 Player.AddNote MS04CaHNoteSCROSCRO1 SCROòhKNAM»DNAMDIALhdw EDIDFFPFSlaveGateIsOpenQSTIÛsFULL,La porte est ouverte. Il faut en profiter !PNAM–BDATAGRUPZdw =INFO*hw DATA"QSTIÛsPNAMgw TRDT2ÍÍÍÍÍÍNAM1\Je n'en ai pas besoin. Ça fait très longtemps que j'ai perdu tous mes cheveux, vous voyez ?NAM2NAM3CTDAüCTDA€?HšVSCHRNEXTSCHRDIAL[¥œ EDIDDialogMurphyWaitQSTIŽ FULL"J'ai besoin d'y réfléchir un peu.PNAMHBDATAGRUPÒ¥œ =INFO¢ Äœ DATAQSTIŽ PNAMTRDTFÿÿÿNAM1fMais qu'est-ce que vous avez tous ? Arrêtez de réfléchir autant. C'est à cause de ça qu'on en est là.NAM2NAM3CTDA€?Hïœ SCHRNEXTSCHR!SCDA! rs 1£rn nSCTXOset DialogueMSMini.Offered to 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 13 1SCROŽ SCRODIALa¦œ EDIDDialogMurphyMoreCapsSCQSTIŽ FULL"Monte à 30 caps et marché conclu.PNAMHBDATAGRUPy¦œ =INFOI Íœ DATA…QSTIŽ PNAMTRDTFÿÿÿÿNAM1fD'accord, n'importe quoi pour avoir ce qu'il me faut. Maintenant, dégagez, j'ai des trucs à préparer.NAM2Speech Challenge (-1719165643)NAM3CTDA€?Hïœ SCHRNEXTSCHR<SCDA< rs 1 rs 1|r£rn nSCTX•set DialogueMSMini.GetStuff to 1 set DialogueMSMini.DoubleDown to 1 player.addnote MSMiniMurphyNote SetObjectiveDisplayed PNOSuivitMiniQuetes 13 1SCROSCROŽ SCRO SCROKNAM»DNAMDIAL\§œ EDIDDialogMurphyYesQSTIŽ FULL$D'accord, Murphy... Compte sur moi.PNAMHBDATAGRUP"§œ =INFOò ¿œ DATAQSTIŽ PNAMTRDT<ÿÿÿÿNAM1@Bien. Maintenant, dégagez, j'ai des tas de préparatifs à faire.NAM2NAM3CTDA€?Hïœ SCHRNEXTSCHR=SCDA= rs 1 rs  15|r£rn nSCTX•set DialogueMSMini.GetStuff to 1 set DialogueMSMini.BoostCash to 15 player.addnote MSMiniMurphyNote SetObjectiveDisplayed PNOSuivitMiniQuetes 13 1SCROSCROŽ SCRO SCRODIALn¨œ EDIDDialogMurphy09QSTIŽ FULL7Pas moyen. Je ne vais pas t'aider à faire de la dope !PNAMHBDATAGRUP¶¨œ =INFO† Áœ DATAQSTIŽ PNAMTRDTFÿÿmºNAM1JD'accord, d'accord. Pfff. Ça va. Si vous changez d'avis, revenez me voir.NAM2NAM3CTDA€?Hïœ SCHRNEXTSCHR!SCDA! rs 1£rn nSCTXOset DialogueMSMini.Offered to 1 SetObjectiveDisplayed PNOSuivitMiniQuetes 13 1SCROŽ SCRODIALu¨­ EDIDMS05TLRDSafeKeyQSTI˜NFULL=Je peux avoir la clé du Coffre du département de Recherche ?PNAMHBDATAGRUPò¨­ =Ù­ INFO ¸­ DATAQSTI˜NPNAMTRDT2NAM14Certainement, je vais vous en donner un exemplaire.NAM2NAM3TRDT2NAM18Voilà. Passez une journée merveilleusement productive !NAM2NAM3CTDA€?H·ÕCTDA€?~έ SCHRNEXTSCHRSCDA rnSCTX$Player.AddItem MS05ResearchSafeKey 1SCROSCROÙ­ DIALXµ EDIDPerkLBJundersPunkettQSTIèñFULLJ'ai tué Junders Plunkett.PNAM´BDATAGRUPEµ =¢¯ INFO µ DATAQSTIèñPNAMTRDT2ÍÍÍÍÍÍNAM1DEh bien, il était temps que quelqu'un en finisse avec cette ordure.NAM2NAM3TRDT2ÍÍÍÍÍÍNAM1=Voilà votre récompense. Faites-en bon usage, Bras de la Loi.NAM2NAM3CTDA@T§¯ CTDA€?HòSCHRNEXTSCHR$SCDA$ rnèR rnSCTXFplayer.additem Caps001 1000 Player.removeitem JundersPlunkettFinger 1SCROSCROSCRO¢¯ DIALD…šEDIDRadioTenpennySong3FULLRadioTenpennySong3PNAMHBDATADIALD†šEDIDRadioTenpennySong4FULLRadioTenpennySong4PNAMHBDATADIALD‡šEDIDRadioTenpennySong5FULLRadioTenpennySong5PNAMHBDATADIALDˆšEDIDRadioTenpennySong6FULLRadioTenpennySong6PNAMHBDATAGRUPkdQUST=QUST];žN EDIDMS11SCRIºNFULLLa puissance de l'atomeDATA2ÍÍINDXINDX QSDTSCHRSCDA9 rn SCTX\setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show upSCROf INDXQSDTSCHR7SCDA7 rs 1 rnUr9 rn SCTX¶Set MS11.BlowUp to 1 player.additem FusionPulseCharge 1 ShowMap TenpennyTowerMapMarker setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show upSCROSCROžNSCROOSCRO 2SCROf INDXQSDTSCHRFSCDAF9 rn  G 1 ~^ rs 0 <=nÈSCTXÎsetStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up set MegatonDestroyed to -1 LucasSimmsRef.evp ;reward karma if MS11.SimmsBonus <= 0 rewardKarma 200 endifSCROF;SCROf SCROÍîSCROžNINDX(QSDTSCHRSCDA!9 rn SCTXyMS11DetonatorRef.enable setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up SCROŸéSCROf QSDTCTDA.wOSCHR SCDA žrSCTX5MisterBurkeRef.MoveToMarker xMS11BurkeStandTenpenny SCROwOSCROŠOQSDTCTDA€?.wOSCHRSCDA9 rn2SCTXE;Burke is dead, so just go push the button yourself setStage MS11 50SCROžNINDX2QSDTCNAM(Activer le détonateur à Tenpenny Tower.SCHRSCDA9 rn SCTXŠ;Activate the detonator at Tenpenny Tower. setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up SCROf INDX<QSDTSCHR„SCDA„ rs 0 ==G 1"ó"!U rnG 0 G 1009 rn nüÿÿSCTXÏif MegatonBombRef.explodeMe == 0 ;Report to Mister Burke in Tenpenny Tower. set MegatonDestroyed to 1 MS11MegatonToggle.disable TriggerLODApocalypse MegatonMapMarkerREF.disable MegatonDestroyedMapMarkerRef.enable showMap MegatonDestroyedMapMarkerRef 1 set MegatonNormalWeatherChance to 0 set MegatonDestroyedWeatherChance to 100 setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up rewardKarma -1000 endifSCRO®ÔSCROC'SCRO²8SCROÈKSCROÍîSCROy:SCROx:SCROf QSDTSCHRÿSCDAÿ# rXCr rX6r ||žr# rXCr rX6r ||žr# rXCr rX6r ||žr# rXCr rX6r ||žr# rXCr rX6r || rs 0 != rs 0 != ||žr# rXCr rX6r ||žr# rXCr rX6r ||žr# rXCr rX6r ||žr# r XCr r X6r || žr# r XCr r X6r || žr# r XCr r X6r || žr# r XCr r X6r || žr# r XCr r X6r || žrSCTX9;Move followers out if ButchRef.GetInCell Megaton || ButchRef.GetInWorldSpace MegatonWorld ButchRef.moveto xMS11FollowersMoveToHere endif if RL3REF.GetInCell Megaton || RL3REF.GetInWorldSpace MegatonWorld RL3REF.moveto xMS11FollowersMoveToHere endif if MQ08FawkesRef.GetInCell Megaton || MQ08FawkesRef.GetInWorldSpace MegatonWorld MQ08FawkesRef.moveto xMS11FollowersMoveToHere endif if StarPaladinCrossREF.GetInCell Megaton || StarPaladinCrossREF.GetInWorldSpace MegatonWorld StarPaladinCrossREF.moveto xMS11FollowersMoveToHere endif if JerichoRef.GetInCell Megaton || JerichoRef.GetInWorldSpace MegatonWorld if Followers.JerichoHired != 0 || Followers.JerichoHired != 0 JerichoRef.moveto xMS11FollowersMoveToHere endif endif if CloverRef.GetInCell Megaton || CloverRef.GetInWorldSpace MegatonWorld CloverRef.moveto xMS11FollowersMoveToHere endif if CharonRef.GetInCell Megaton || CharonRef.GetInWorldSpace MegatonWorld CharonRef.moveto xMS11FollowersMoveToHere endif if DogMeatRef.GetInCell Megaton || DogMeatRef.GetInWorldSpace MegatonWorld DogMeatRef.moveto xMS11FollowersMoveToHere endif if MS15SydneyRef.GetInCell Megaton || MS15SydneyRef.GetInWorldSpace MegatonWorld MS15SydneyRef.moveto xMS11FollowersMoveToHere endif if StickyRef.GetInCell Megaton || StickyRef.GetInWorldSpace MegatonWorld StickyRef.moveto xMS11FollowersMoveToHere endif if RedRef.GetInCell Megaton || RedRef.GetInWorldSpace MegatonWorld RedRef.moveto xMS11FollowersMoveToHere endif if ShortyRef.GetInCell Megaton || ShortyRef.GetInWorldSpace MegatonWorld ShortyRef.moveto xMS11FollowersMoveToHere endif if VictoriaWattsRef.GetInCell Megaton || VictoriaWattsRef.GetInWorldSpace MegatonWorld VictoriaWattsRef.moveto xMS11FollowersMoveToHere endifSCROè¤SCRO…B SCROÏÙSCRO5'SCRO];SCROØ„SCROá¸SCROu§SCROw:SCROî•SCRORRSCRO)€SCROò SCROÔQSCROt SCROøSCROÑqQSDTSCHR>SCDA># rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹SCTXµ if AndyStahlRef.GetInCell Megaton || AndyStahlRef.GetInWorldSpace MegatonWorld AndyStahlRef.Kill endif if BillyCreelRef.GetInCell Megaton || BillyCreelRef.GetInWorldSpace MegatonWorld BillyCreelRef.Kill endif if ColinMoriartyRef.GetInCell Megaton || ColinMoriartyRef.GetInWorldSpace MegatonWorld ColinMoriartyRef.Kill endif if ConfessorCromwellRef.GetInCell Megaton || ConfessorCromwellRef.GetInWorldSpace MegatonWorld ConfessorCromwellRef.Kill endif if DocChurchRef.GetInCell Megaton || DocChurchRef.GetInWorldSpace MegatonWorld DocChurchRef.Kill endif if GobRef.GetInCell Megaton || GobRef.GetInWorldSpace MegatonWorld GobRef.Kill endifSCROU;SCROZ;SCRO<;SCROH;SCROV;SCRO=;SCROÔQSCROt QSDTSCHRûSCDAû# rXCr rX6r ||"# rXCr rX6r ||‹# rXCr rX6r || rs 0 == rs 0 == &&‹# rXCr rX6r ||‹SCTXif HardenSimmsRef.GetInCell Megaton || HardenSimmsRef.GetInWorldSpace MegatonWorld HardenSimmsRef.disable endif if JennyStahlRef.GetInCell Megaton || JennyStahlRef.GetInWorldSpace MegatonWorld JennyStahlRef.Kill endif if JerichoRef.GetInCell Megaton || JerichoRef.GetInWorldSpace MegatonWorld if Followers.JerichoHired == 0 && Followers.JerichoHired == 0 JerichoRef.Kill endif endif if LeoStahlRef.GetInCell Megaton || LeoStahlRef.GetInWorldSpace MegatonWorld LeoStahlRef.Kill endifSCROE;SCROS;SCRO];SCROT;SCROÔQSCROt SCROÑqQSDTSCHRÔSCDAÔ# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||"# rXCr rX6r ||‹SCTXµif LucasSimmsRef.GetInCell Megaton || LucasSimmsRef.GetInWorldSpace MegatonWorld LucasSimmsRef.Kill endif if LucyWestRef.GetInCell Megaton || LucyWestRef.GetInWorldSpace MegatonWorld LucyWestRef.Kill endif if MaggieRef.GetInCell Megaton || MaggieRef.GetInWorldSpace MegatonWorld MaggieRef.disable endif if MegManyaRef.GetInCell Megaton || MegManyaRef.GetInWorldSpace MegatonWorld MegManyaRef.Kill endifSCROF;SCRO[;SCRO\;SCROX;SCROÔQSCROt QSDTSCHR SCDA # rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹SCTXŒif MegatonSettler1Ref.GetInCell Megaton || MegatonSettler1Ref.GetInWorldSpace MegatonWorld MegatonSettler1Ref.Kill endif if MegatonSettler2Ref.GetInCell Megaton || MegatonSettler2Ref.GetInWorldSpace MegatonWorld MegatonSettler2Ref.Kill endif if MegatonSettler3Ref.GetInCell Megaton || MegatonSettler3Ref.GetInWorldSpace MegatonWorld MegatonSettler3Ref.Kill endif if MegatonSettler4Ref.GetInCell Megaton || MegatonSettler4Ref.GetInWorldSpace MegatonWorld MegatonSettler4Ref.Kill endif if MegatonSettler5Ref.GetInCell Megaton || MegatonSettler5Ref.GetInWorldSpace MegatonWorld MegatonSettler5Ref.Kill endifSCROÅCSCROÇCSCROËCSCROÉCSCROOSCROÔQSCROt QSDTSCHRÿSCDAÿ#  rXCr rX6r ||žr "žrår rs: 1r€r rn rX2 0 == rs: 2žr—r# rXCr rX6r ||‹# rXCr rX6r ||‹# rXCr rX6r ||‹# rX6r rX6r ||‹‹# r XCr r X6r || ‹ ‹ "SCTXâif MoiraBrownREF.GetInCell Megaton || MoiraBrownREF.GetInWorldSpace MegatonWorld vendorContainerMoiraBrownREF.moveto VendorContainerMoiraBrownGhoulREF underworldFloorBufferREF.disable ;VendorContainerMoiraBrownGhoulREF.enable ;VendorContainerMoiraBrownGhoulREF.removeitem SchematicsRockItLauncherItem 1 MoiraBrownREF.moveto MoiraWaitMarker MoiraBrownREF.matchRace tulipRef set MS03.MoiraGhoul to 1 ;MoiraBrownREF.addspell RadHealGhoul MoiraBrownREF.addspell RadResistGhoul MoiraBrownREF.removeFromFaction MegatonResidentFaction MoiraBrownREF.AddToFaction UnderworldResidentFaction 1 if (MoiraBrownREF.getTalkedToPC == 0) set MS03.MoiraGhoul to 2 MoiraBrownREF.moveto MuseumAmericanMarker MoiraBrownREF.addscriptpackage MoiraGhoulTravelToUnderworld endif endif if MotherMayaRef.GetInCell Megaton || MotherMayaRef.GetInWorldSpace MegatonWorld MotherMayaRef.Kill endif if NathanRef.GetInCell Megaton || NathanRef.GetInWorldSpace MegatonWorld NathanRef.Kill endif if NovaRef.GetInCell Megaton || NovaRef.GetInWorldSpace MegatonWorld NovaRef.Kill endif if StockholmInteriorRef.GetInWorldSpace Wasteland || StockholmInteriorRef.GetInWorldSpace MegatonWorld StockholmInteriorRef.Kill endif StockholmExteriorRef.Kill if WalterRef.GetInCell Megaton || WalterRef.GetInWorldSpace MegatonWorld WalterRef.Kill endif WaterBeggar01Ref.kill WaterBeggar01Ref.disable SCROÿSCRO§ç SCRO¼ÒSCROI;SCROW;SCRO?;SCRO/”SCRO&;SCROY;SCRO‘n SCROÔQSCROt SCROxSCRO¾ÏSCRO"v SCRO–NSCRO½SCRO÷CSCROëySCROßËSCRO¿ÏSCRO<INDXÈQSDTCNAM SCHRÌSCDAÌ­rwn, rs 1 >= rnè rnô rn rnrf+ G 1 + rs5 1 rs 49 rn 7rJnSCTX,completeAllObjectives MS11 ;Get Burke Reward rewardxp 300 if MS11.BurkeBonus >= 1 player.additem caps001 1000 else player.additem caps001 500 endif player.additem TenpennySuiteKey 1 player.additem HouseDeedTenpenny 1 Set RadioGalaxyNewsQuest.MS11Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 set MS11.BlowUp to 4 ;TenpennyPlayerDoorRef.Enable ;TenpennyUnocSuiteDoorRef.Disable setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up stopQuest MS11 addachievement 23 SCROSCROžNSCROSCRO.RSCRO,@ SCRO†$SCRO9SCROf INDXÒQSDTSCHR SCDA­rwn,rf+ G 1 + rs5 1 rs 1 == rnd rs 2 == rnô rn r nS rnK7r rX r 0 ==" r s  1JnSCTX8completeAllObjectives MS11 ;Get Simms Reward rewardxp 300 Set RadioGalaxyNewsQuest.MS11Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 if MS11.SimmsBonus == 1 player.additem caps001 100 elseif MS11.SimmsBonus == 2 player.additem caps001 500 endif player.AddItem MegatonHouseKey 1 player.AddItem HouseDeedMegaton 1 LucasSimmsRef.modDisposition player 75 stopQuest MS11 ;make Burke disappear if MisterBurkeRef.getInSameCell player == 0 MisterBurkeRef.disable set MS11Fin.moved to 1 endif addachievement 23 SCROSCROF;SCROwOSCROžNSCRO†$SCRO9SCROSCROäQSCRO+@ SCRO*ÚINDXÿQSDTSCHRSCTX;FAILQOBJNNAMQSTAwO\ÑQSTAF;\ÑQSTAÈK\ÑQSTAT;\ÑQOBJ NNAM)Désamorcer la bombe atomique de Megaton.QSTAÈK QOBJNNAM&Amorcer la bombe atomique de Megaton.QSTAÈKô"QOBJNNAM/Faire un compte rendu à Lucas Simms à Megaton.QSTAF; QOBJ(NNAM3Faire un compte rendu à Mr Burke à Tenpenny Tower.QSTAwO$CTDAC4CTDAC3CTDAC¸xQSTAQƒ$CTDA€?C4CTDA€?C3QSTAŒy$CTDA€?C¸xQOBJ2NNAM(Activer le détonateur à Tenpenny Tower.QSTAŸéó"CTDAC4CTDAC3CTDAC¸xQSTAQƒó"CTDA€?C4CTDA€?C3QSTAŒyó"CTDA€?C¸xQOBJ<NNAM6Recevoir une récompense de Mr Burke à Tenpenny Tower.QSTAwO$CTDAC4CTDAC3CTDAC¸xQSTAQƒ$CTDA€?C4CTDA€?C3QSTAŒy$CTDA€?C¸xQOBJNNAM9Désamorcer la bombe atomique de Megaton... ou l'amorcer.QSTAÈK<QOBJNNAMCFaire un compte rendu à Harden, le fils de Lucas Simms, à Megaton.QSTAE;4QOBJNNAMP[Optionnel] Demander à Leo Stahl au Brass Lantern comment acquérir des Mentats.QSTAT;ÕCTDA;žNCTDA;žN(QOBJNNAM[[Optionnel] Rencontrer Leo Stahl à l'usine de traitement de l'eau et acquérir des Mentats.QSTAT;O'QOBJNNAMe[Optionnel] Piller la planque de Leo Stahl à l'usine de traitement de l'eau et acquérir des Mentats.QSTA  QUST^'ÝEDID UF3PHDDSFixSCRI&ÝFULL.Correction Coffre d'Herbert "Daring" DashwoodDATAQUSTΑNEDIDMQ11SCRI^FULL Retire ça !DATA <ÍÍINDXINDXQSDTSCHRUSCDAUrndÝnrnÿ""!!SCTXÍ PPurity02PipeDoorRef.Lock 100 PPBulkhead01Ref.SetOpenState 0 PPBulkhead01Ref.Lock 255 MQ03PurityStateRef.Disable MQ03MutantEnableMarker.Disable MQ11TeslaSoldier1.enable MQ11TeslaSoldier2.enableSCROàSCROÌSCROÊoSCROÖ SCROÕ SCROÖ INDXQSDTSCHRpSCDAp]]]]]]]] ] ] ] ] ]]SCTXž;END OF LYONS SPEECH ElderLyonsRef.StopLook ScribeRothchildRef.StopLook ScribeBowditchRef.StopLook ScribePeabodyRef.StopLook MQ01SarahRef.StopLook CitadelScribeLP4Ref.StopLook CitadelScribeLP3Ref.StopLook CitadelScribeLP2Ref.StopLook CitadelScribeLP1Ref.StopLook MQ01VargasRef.StopLook PaladinGladeRef.StopLook PaladinKodiakRef.StopLook KnightCaptainDuskRef.StopLook KnightCaptainGallowsRef.StopLookSCROæSCROÇðSCROäSCROåSCROOÔSCROãSCROâSCROáSCROàSCRO-ÔSCROéSCROêSCROëSCROìINDX QSDTSCHR&SCDA&¢rnn£rn nSCTXA SetObjectiveCompleted MQ11 1 1 SetObjectiveDisplayed MQ11 10 1SCRO‘NINDXQSDTSCHRgSCDAg¢rn n£rnn rn 9n 9n 9nSCTXÈSetObjectiveCompleted MQ11 10 1 SetObjectiveDisplayed MQ11 20 1 SetEssential ColonelAutumn 0 ElderLyonsRef.SetAV Assistance 2 MQ01SarahRef.SetAV Assistance 2 ScribeRothchildRef.SetAV Assistance 1SCROæSCROOÔSCROÇðSCRO‘NSCROšINDXQSDTSCHRSCDA^^SCTX)ElderLyonsRef.EVP ScribeRothchildRef.EVPSCROæSCROÇðINDXQSDTSCHRîSCDAîžr !ìn r nÝn rs 0 nô¢rnn£rnn9 rn9 rn """"" ^ ^ ^SCTX©ColonelAutumnRef.MoveTo MQ11AutumnMarker ColonelAutumnRef.Enable ColonelAutumnRef.SetGhost 0 SetEssential ColonelAutumn 0 CitCraneRef.SetOpenState 0 Set CitCraneRef.State to 0 MQ01SarahRef.SetAV Health 500 SetObjectiveCompleted MQ11 20 1 SetObjectiveDisplayed MQ11 30 1 SetStage MQ11LD 1 SetStage MQ11LD 10 ;MQ01VargasRef.EVP ;PaladinGladeRef.EVP ;PaladinKodiakRef.EVP ;KnightCaptainDuskRef.EVP ;KnightCaptainGallowsRef.EVP CitadelSentryBotRef.disable CitadelBOSGuardRef1.disable MQ11BosExteriorGuard01REF.disable MQ11BosExteriorGuard02REF.disable GateGuardRef.disable CitBaileyInitiate04Ref.EVP CitBaileyInitiate05Ref.EVP CitadelBrotherhoodInitiate02REF.EVPSCRO,µSCROéASCROOÔSCRO0SCROÞSCROÞSCROÞSCROY‡ SCROà SCRO4 SCROaåSCRO 4SCROšSCRO‘NSCRO?INDX(QSDTSCHRSCDA¢rnn£rn(n nžr!!! rn!!Ýnrnÿ ! ! ! ! !! rX/r9 rn SCTX]SetObjectiveCompleted MQ11 30 1 SetObjectiveDisplayed MQ11 40 1 PPurityFXTankEffectRef.Playgroup Forward 1 ColonelAutumnRef.MoveTo MQ11AutumnMarker MQ11EnclaveScientistDeadRef.Enable MQ11TeslaGoon1Ref.Enable MQ11TeslaGoon2Ref.Enable SetEssential ColonelAutumn 0 MQ05Radiation1.Enable MQ05Radiation2.Enable PPBulkhead01Ref.SetOpenState 0 PPBulkhead01Ref.Lock 255 MQ03PurityStateRef.enable CitadelSentryBotRef.enable CitadelBOSGuardRef1.enable MQ11BosExteriorGuard01REF.enable MQ11BosExteriorGuard02REF.enable GateGuardRef.enable if Player.GetItemCount MQ09FEVVial SetStage MQA 10 endifSCROí SCRO,µSCRO—- SCRO›- SCROš- SCROö˜ SCRO÷˜ SCROÌSCROÊoSCRO0SCROÞSCROÞSCROÞSCROY‡ SCRO‘NSCRO 4SCROšSCROSCRO3½SCRO“NINDX2QSDTSCHR&SCDA&¢rn(n£rn2nSCTX@SetObjectiveCompleted MQ11 40 1 SetObjectiveDisplayed MQ11 50 1SCRO‘NINDX<QSDTSCHR&SCDA&¢rn2n£rn<nSCTXBSetObjectiveCompleted MQ11 50 1 SetObjectiveDisplayed MQ11 60 1 SCRO‘NINDX=QSDTSCHR&SCDA&¢rn2n£rn=nSCTX@SetObjectiveCompleted MQ11 50 1 SetObjectiveDisplayed MQ11 61 1SCRO‘NINDXÈQSDTCNAM SCHR SCDA 6rSCTX„;if ( MQ09.RRDestroy == 1 ) ;set EndingBinks.EndEden to 1 ;else ;set EndingBinks.EndEden to 2 ;endif StartQuest EndingBinks SCROŸŠQOBJ NNAM5Parler à Sarah Lyons au sujet de l'ordre de mission.QSTAOÔ*QOBJNNAMASe préparer au combat, puis faire un compte rendu à Sarah Lyons.QSTAOÔ=QOBJNNAM,Suivre Liberty Prime jusqu'au purificateur.QSTAOÔ CTDA6<QSTA&  CTDA@O‘NQSTAÙ CTDAO‘NQSTAÛ CTDA€?O‘NQOBJ(NNAM1Atteindre la salle de contrôle du Projet Pureté.QSTA½*QOBJ2NNAM1Sécuriser la salle de contrôle du Projet Pureté.QOBJ<NNAMActiver le Projet Pureté !QSTAÞj *QOBJNNAM(Suivre Aîné Lyons jusqu'à la Citadelle.QOBJ=NNAMActionner le sas pour Sarah.QSTAfk *QUST}"…NEDIDCG03SCRI.ÎFULLFutur imparfaitDATA< ×#SCRO¢NSCRO†$SCRO9SCRO%SCROÏVSCRO¢:QOBJNNAMARécupérer la Déclaration d'Indépendance aux Archives Nationales.QSTA"3CTDA€?O¢NQSTAB³3CTDA€?O¢NQOBJNNAMDéfendre la RotondeQOBJ<NNAM4Retourner auprès d'Abraham Washington à Rivet City.QSTAiç QOBJ2NNAM/(Optionnel) Apporter l'encre à Button GwinnettQSTA¹> CTDA/¢:QSTA" CTDA€?/¢:QUSTYõEDID UF3PPHCIFSCRIôFULL+Correction Imagespace des maison du joueurDATAÍ€?QUSTˆR–N EDIDMS03SCRIqÒFULLSurvivre aux Terres désoléesDATA;ÍÍINDXINDXQSDTCNAM(Interroger Moira à propos de son livre.SCHRSCDA£rnnSCTXSetObjectiveDisplayed MS03 2 1SCRO–NINDXQSDTCNAM Aider Moira avec le chapitre 1.SCHRSCDA rs 1SCTXU;SetObjectiveCompleted MS03 2 1 ;SetObjectiveDisplayed MS03 5 1 Set MS03.MS03a to 1SCRO–NINDX QSDTCNAMMS03a1 basic completionSCHRžSCDAž rn£rn n¢rnn rs  4.* rs 4 == rs 4 == && rs 4 == && rs 39 rn&¢rnnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXL;Set Moira to enter this new data ;set MS03.MoiraDataEntry to 1 ;MoiraBrownREF.evp ;Add player reward player.addItem MS03a1FoodReward 1 ;Finish "return" objective and clear others SetObjectiveDisplayed MS03 12 0 SetObjectiveCompleted MS03 16 1 ;Set new tracking variables Set MS03.MS03a1 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endifSCROSCROdíSCRO–NINDXQSDTCNAMMS03a1 bonus completionSCHRØSCDAØ rn rn|rrs rs 1 +rs rs 1 +¢rnn rs  4.* rs 4 == rs 4 == && rs 4 == && rs 39 rn&¢rnnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXá;Add player reward player.addItem MS03a1FoodReward 1 player.addItem MS03Sanitizer 1 player.addnote MS03SanitizerNote ;Set Moira to enter this new data ;set MS03.MoiraDataEntry to 1 ;MoiraBrownREF.evp ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 ;Finish "return" objective SetObjectiveCompleted MS03 16 1 ;Set new tracking variables Set MS03.MS03a1 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCROdíSCRO¥ÓSCRO’§SCRO–NINDXQSDTCNAM,MS03a2 set up for fade and basic completionSCHRSCDA rs 1SCTX+set MoiraBrownREF.BeginMedicalServices to 1SCRO¼ÒINDXQSDTCNAM&MS03a2 basic completion after fade upSCHR°SCDA° rn rn¢rnn£rnn rs  4.* rs 4 == rs 4 == && rs 4 == && rs 39 rn&¢rnnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXa;Add player reward player.addItem MS03a2RadAwayReward 1 player.addItem MS03a2RadXReward 1 ;Set Moira to enter this new data ;set MS03.MoiraDataEntry to 1 ;MoiraBrownREF.evp ;Finish "return" objective SetObjectiveCompleted MS03 26 1 SetObjectiveDisplayed MS03 24 0 ;Set new tracking variables Set MS03.MS03a2 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCROsíSCROƒíSCRO–NINDXQSDTCNAM%MS03a2 fade out for bonus completionSCHRSCDA rs 1SCTX+set MoiraBrownREF.BeginMedicalServices to 1SCRO¼ÒINDXQSDTCNAM'MS03a2 bonus completion after fade-outSCHRSCDA rn rn‚ 6zˆÃ@vrY rrs rs 1 +rs rs 1 +¢rnn¢rnn rs  4.* rs 4 == rs 4 == && rs 4 == && rs 39 rn&¢rnnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX^;Add player reward player.addItem MS03a2RadAwayReward 1 player.addItem MS03a2RadXReward 1 ;Perform radiation removal effect and add mutation perk player.restoreav radiationrads 10000 ;ADD CODE FOR SCREEN FADE AND PERK ADD player.AddPerk MS03MutationPerk player.showMessage MS03MutationPerkMsg ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 ;Finish "return" objective SetObjectiveCompleted MS03 26 1 SetObjectiveCompleted MS03 24 1 ;Set new tracking variables Set MS03.MS03a2 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCROsíSCROƒíSCROkSCRO–ÅSCRO–NINDXQSDTCNAMMS03a3 basic completionSCHRžSCDAž¢rn$n£rn"n rs  4 rn.* rs 4 == rs 4 == && rs 4 == && rs 39 rn&¢rnnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX;Finish "return" objective SetObjectiveCompleted MS03 36 1 ;Remove bonus objective SetObjectiveDisplayed MS03 34 0 ;Set new tracking variables Set MS03.MS03a3 to 4 ;Add player reward player.addItem MS03a3GrenadeReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCROŠíINDX"QSDTCNAMMS03a3 bonus completionSCHRöSCDAö¢rn"n¢rn$n rs4 1 !=rs rs 1 +rs rs 1 + rs  4 rn rn.* rs 4 == rs 4 == && rs 4 == && rs 39 rn&¢rnnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXØ;Finish "return" objective SetObjectiveCompleted MS03 34 1 SetObjectiveCompleted MS03 36 1 ;Set bonus objective comple, if the player didn't lie. if (MS03.MS03a3Lie != 1) set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 endif ;Set new tracking variables Set MS03.MS03a3 to 4 ;Add player reward player.addItem MS03a3GrenadeReward 1 player.addItem SchematicsBottlecapMineItem 1 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCROŠíSCROû¯ INDX&QSDTCNAM Aider Moira avec le chapitre 2.SCHRSCTXA;SetObjectiveCompleted MS03 5 1 ;SetObjectiveDisplayed MS03 38 1INDX(QSDTCNAMMS03b1 basic completionSCHRÔSCDAÔ£rn,n¢rn.n rs 4 rn rnR rn rn.* rs 4 == rs 4 == && rs 4 == && rs  39 rnD¢rn&nMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXb;Finish "return" objective and clear others SetObjectiveDisplayed MS03 44 0 SetObjectiveCompleted MS03 46 1 ;Set new tracking variables Set MS03.MS03b1 to 4 ;Add player reward player.addItem MS03b1JetReward 1 player.addItem MS03b1PsychoReward 1 player.removeItem MS03Repellent 1 MoiraDeskREF.addItem MS03Repellent 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO‰PSCRO–NSCROšíSCROœíSCRO·ÓINDX,QSDTCNAMMS03b1 bonus completionSCHRÙSCDAÙ¢rn.n rs 4rs rs 1 +rs rs 1 + rn rn  rn.* rs 4 == rs 4 == && rs 4 == && rs  39 rnD¢rn&nMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXŠ;Finish "return" objective SetObjectiveCompleted MS03 46 1 ;Set new tracking variables Set MS03.MS03b1 to 4 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03bBonus to MS03.MS03bBonus + 1 ;Add player reward player.addItem MS03b1JetReward 1 player.addItem MS03b1PsychoReward 1 setQuestObject MS03Repellent 0 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCROšíSCROœíSCRO·ÓINDX2QSDTCNAMMS03b2 basic completionSCHRžSCDAž£rn6n¢rn8n rs 4 rn.* rs 4 == rs 4 == && rs 4 == && rs  39 rnD¢rn&nMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX;Finish "return" objective and remove bonus objective SetObjectiveDisplayed MS03 54 0 SetObjectiveCompleted MS03 56 1 ;Set new tracking variables Set MS03.MS03b2 to 4 ;Add player reward player.addItem MS03b2StealthboyReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO íINDX6QSDTCNAMMS03b2 bonus completionSCHRúSCDAú¢rn8n¢rn6n rs 4 rs+ 1rs rs 1 +rs rs 1 + rn rn rs+ 1.* rs 4 == rs 4 == && rs 4 == && rs  39 rnD¢rn&nMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX;Finish "return" objective SetObjectiveCompleted MS03 56 1 SetObjectiveCompleted MS03 54 1 ;Set new tracking variables Set MS03.MS03b2 to 4 Set MS03.MS03b2bonus to 1 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03bBonus to MS03.MS03bBonus + 1 ;Add player reward player.addItem MS03b2StealthboyReward 1 player.addItem MS03StealthHat 1 ;Record that the bonus was given, so player can collect bait grenades in the future Set MS03.MS03b2bonus to 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO íSCRO}ÁINDX<QSDTCNAMMS03b3 basic fade-outSCHRSCDA rs 1SCTX+set MoiraBrownREF.BeginMedicalServices to 1SCRO¼ÒINDX=QSDTCNAM'MS03b3 basic completion after fade-outSCHRžSCDAž¢rnBn£rn@n rs 4 rn.* rs 4 == rs 4 == && rs 4 == && rs  39 rnD¢rn&nMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXí;Finish "return" objective SetObjectiveCompleted MS03 66 1 SetObjectiveDisplayed MS03 64 0 ;Set new tracking variables Set MS03.MS03b3 to 4 ;;Add player reward player.addItem MS03b3MorpheneReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO¢íINDX@QSDTCNAMMS03b3 bonus fade-outSCHRSCDA rs 1SCTX+set MoiraBrownREF.BeginMedicalServices to 1SCRO¼ÒINDXAQSDTCNAM'MS03b3 bonus completion after fade-outSCHRÞSCDAÞ¢rnBn¢rn@n rs 4rs rs 1 +rs rs 1 + rn rn.* rs 4 == rs 4 == && rs 4 == && rs  39 rnD¢rn&nMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX“;Finish "return" objective SetObjectiveCompleted MS03 66 1 SetObjectiveCompleted MS03 64 1 ;Set new tracking variables Set MS03.MS03b3 to 4 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03bBonus to MS03.MS03bBonus + 1 ;;Add player reward player.addItem MS03b3MorpheneReward 1 player.addItem MS03EnvironmentSuit 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO¢íSCROÔ INDXDQSDTCNAM&Aider Moira avec le dernier chapitre.SCHRSCTXB;SetObjectiveCompleted MS03 38 1 ;SetObjectiveDisplayed MS03 68 1INDXFQSDTCNAMMS03c1 basic completionSCHR±SCDA±£rnJn£rnLn¢rnNn rs 4 rn.* rs 4 == rs 4 == && rs 4 == && rs 39 rnd¢rnDnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX&;Finish "return" objective and remove bonus objective SetObjectiveDisplayed MS03 74 0 SetObjectiveDisplayed MS03 76 0 SetObjectiveCompleted MS03 78 1 ;Set new tracking variables Set MS03.MS03c1 to 4 ;Add player reward player.addItem MS03c1MentatsReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO¨íINDXJQSDTCNAMMS03c1 bonus completionSCHRíSCDAí¢rnJn¢rnLn¢rnNn rs 4rs rs 1 +rs rs 1 + rn rsB 1.* rs 4 == rs 4 == && rs 4 == && rs 39 rnd¢rnDnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTX«;Finish "return" objective SetObjectiveCompleted MS03 74 1 SetObjectiveCompleted MS03 76 1 SetObjectiveCompleted MS03 78 1 ;Set new tracking variables Set MS03.MS03c1 to 4 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03cBonus to MS03.MS03cBonus + 1 ;Add player reward player.addItem MS03c1MentatsReward 1 set MS03.MS03c1RCBonus to 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO¨íINDXPQSDTCNAMMS03c2 basic completionSCHRžSCDAž£rnTn¢rnXn rs 4 rn.* rs 4 == rs 4 == && rs 4 == && rs 39 rnd¢rnDnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXù;Finish "return" objective and remove bonus SetObjectiveDisplayed MS03 84 0 SetObjectiveCompleted MS03 88 1 ;Set new tracking variables Set MS03.MS03c2 to 4 ;Add player reward player.addItem MS03c2PulseReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO¹íINDXTQSDTCNAMMS03c2 bonus completionSCHRËSCDAË¢rnXn rs 4 rn rnrs rs 1 +rs rs 1 +.* rs 4 == rs 4 == && rs 4 == && rs 39 rnd¢rnDnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXo;Finish "return" objective SetObjectiveCompleted MS03 88 1 ;Set new tracking variables Set MS03.MS03c2 to 4 ;Add player reward player.addItem MS03c2PulseReward 1 player.addItem BookSkillScience 1 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03cBonus to MS03.MS03cBonus + 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO¹íSCRO<@INDXZQSDTCNAMMS03c3 basic completionSCHRºSCDAº£rn^n¢rnbn  rn  rn rs 4 rn.* rs 4 == rs 4 == && rs 4 == && rs 39 rnd¢rnDnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXg;Finish "return" objective SetObjectiveDisplayed MS03 94 0 SetObjectiveCompleted MS03 98 1 ;End QuestObject essentialness SetQuestObject MS03LibraryArchivesHolotape 0 SetQuestObject MS03LibraryCatalogueHolotape 0 ;Set new tracking variables Set MS03.MS03c3 to 4 ;;Add player reward player.addItem MS03c3CapsReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO0ÊSCRO/ÊSCROÂíINDX^QSDTCNAMMS03c3 bonus completionSCHRçSCDAç¢rnbn  rn  rn rs 4 rn rnrs rs 1 +rs rs 1 +.* rs 4 == rs 4 == && rs 4 == && rs 39 rnd¢rnDnMI rs, rs- > rs, rs. > && rs, rs/ > && rs, rs0 > && rs1 0MI rs- rs, > rs- rs. > && rs- rs/ > && rs- rs0 > && rs1 1MI rs. rs- > rs. rs, > && rs. rs/ > && rs. rs0 > && rs1 2MI rs/ rs- > rs/ rs. > && rs/ rs, > && rs/ rs0 > && rs1 3MI rs0 rs- > rs0 rs. > && rs0 rs/ > && rs0 rs, > && rs1 4 rs1 0SCTXí;Finish "return" objective SetObjectiveCompleted MS03 98 1 ;End QuestObject essentialness SetQuestObject MS03LibraryArchivesHolotape 0 SetQuestObject MS03LibraryCatalogueHolotape 0 ;Set new tracking variables Set MS03.MS03c3 to 4 ;;Add player reward player.addItem MS03c3CapsReward 1 player.addItem BookSkillSpeech 1 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03cBonus to MS03.MS03cBonus + 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif SCROSCRO–NSCRO0ÊSCRO/ÊSCROÂíSCROD@INDXdQSDTCNAM5Imprimer le manuscrit chez Hubris Comics Publishing.SCHR&SCDA&¢rnDn£rndnSCTXASetObjectiveCompleted MS03 68 1 SetObjectiveDisplayed MS03 100 1SCRO–NINDXiQSDTCNAM%Rapporter les livres imprimés à Lea.SCHR&SCDA&¢rndn£rninSCTXBSetObjectiveCompleted MS03 100 1 SetObjectiveDisplayed MS03 105 1SCRO–NINDXÈQSDTSCHRmSCDAmJn rX/r 1 ==R rn rX/r 1 ==R rnSCTXÿaddachievement 14 if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endifSCROSCRO/ÊSCRO0ÊINDXÒQSDTCNAM_Moira Brown est morte et son livre ne sera jamais écrit. PAS DE RÉUSSITE - ÉCHEC DE LA QUÊTE !SCHR ” SCDA” R rnç  rn  rn  rnR rnçR rnç rX/r 1 ==R rn rX/r 1 ==R rn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rn n1- X¥ rn 1 == X¤ rn 0 == &&£rn n1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn" 1 == X¤ rn" 0 == &&£rn"n1- X¥ rn$ 1 == X¤ rn$ 0 == &&£rn$n1- X¥ rn& 1 == X¤ rn& 0 == &&£rn&n1- X¥ rn( 1 == X¤ rn( 0 == &&£rn(n1- X¥ rn, 1 == X¤ rn, 0 == &&£rn,n1- X¥ rn. 1 == X¤ rn. 0 == &&£rn.n1- X¥ rn2 1 == X¤ rn2 0 == &&£rn2n1- X¥ rn6 1 == X¤ rn6 0 == &&£rn6n1- X¥ rn8 1 == X¤ rn8 0 == &&£rn8n1- X¥ rn< 1 == X¤ rn< 0 == &&£rn<n1- X¥ rn@ 1 == X¤ rn@ 0 == &&£rn@n1- X¥ rnB 1 == X¤ rnB 0 == &&£rnBn1- X¥ rnD 1 == X¤ rnD 0 == &&£rnDn1- X¥ rnF 1 == X¤ rnF 0 == &&£rnFn1- X¥ rnJ 1 == X¤ rnJ 0 == &&£rnJn1- X¥ rnL 1 == X¤ rnL 0 == &&£rnLn1- X¥ rnN 1 == X¤ rnN 0 == &&£rnNn1- X¥ rnP 1 == X¤ rnP 0 == &&£rnPn1- X¥ rnT 1 == X¤ rnT 0 == &&£rnTn1- X¥ rnX 1 == X¤ rnX 0 == &&£rnXn1- X¥ rnZ 1 == X¤ rnZ 0 == &&£rnZn1- X¥ rn^ 1 == X¤ rn^ 0 == &&£rn^n1- X¥ rnb 1 == X¤ rnb 0 == &&£rnbn1- X¥ rnd 1 == X¤ rnd 0 == &&£rndn1- X¥ rni 1 == X¤ rni 0 == &&£rnin rs  4 rs  4 rs  4 rs 4 rs 4 rs 4 rs 4 rs  4 rs 4 rs 4 rs 4 rs 47r6r SCTX¼;Give Negative Karma ;KARMA HIT HANDLED ON MURDER OF GOOD PERSON ;Set Quest Items As Non-Essential player.removeitem MS03HistoryHolotape 999 SetQuestObject MS03LibraryArchivesHolotape 0 SetQuestObject MS03LibraryCatalogueHolotape 0 SetQuestObject MS03Repellent 0 player.removeitem MS03Observer 999 player.removeitem MS03TelemetryUnit 999 ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Hide any uncompleted objective if (GetObjectiveDisplayed MS03 2 == 1 && GetObjectiveCompleted MS03 2 == 0) SetObjectiveDisplayed MS03 2 0 endif if (GetObjectiveDisplayed MS03 5 == 1 && GetObjectiveCompleted MS03 5 == 0) SetObjectiveDisplayed MS03 5 0 endif if (GetObjectiveDisplayed MS03 10 == 1 && GetObjectiveCompleted MS03 10 == 0) SetObjectiveDisplayed MS03 10 0 endif if (GetObjectiveDisplayed MS03 12 == 1 && GetObjectiveCompleted MS03 12 == 0) SetObjectiveDisplayed MS03 12 0 endif if (GetObjectiveDisplayed MS03 16 == 1 && GetObjectiveCompleted MS03 16 == 0) SetObjectiveDisplayed MS03 16 0 endif if (GetObjectiveDisplayed MS03 20 == 1 && GetObjectiveCompleted MS03 20 == 0) SetObjectiveDisplayed MS03 20 0 endif if (GetObjectiveDisplayed MS03 24 == 1 && GetObjectiveCompleted MS03 24 == 0) SetObjectiveDisplayed MS03 24 0 endif if (GetObjectiveDisplayed MS03 26 == 1 && GetObjectiveCompleted MS03 26 == 0) SetObjectiveDisplayed MS03 26 0 endif if (GetObjectiveDisplayed MS03 30 == 1 && GetObjectiveCompleted MS03 30 == 0) SetObjectiveDisplayed MS03 30 0 endif if (GetObjectiveDisplayed MS03 34 == 1 && GetObjectiveCompleted MS03 34 == 0) SetObjectiveDisplayed MS03 34 0 endif if (GetObjectiveDisplayed MS03 36 == 1 && GetObjectiveCompleted MS03 36 == 0) SetObjectiveDisplayed MS03 36 0 endif if (GetObjectiveDisplayed MS03 38 == 1 && GetObjectiveCompleted MS03 38 == 0) SetObjectiveDisplayed MS03 38 0 endif if (GetObjectiveDisplayed MS03 40 == 1 && GetObjectiveCompleted MS03 40 == 0) SetObjectiveDisplayed MS03 40 0 endif if (GetObjectiveDisplayed MS03 44 == 1 && GetObjectiveCompleted MS03 44 == 0) SetObjectiveDisplayed MS03 44 0 endif if (GetObjectiveDisplayed MS03 46 == 1 && GetObjectiveCompleted MS03 46 == 0) SetObjectiveDisplayed MS03 46 0 endif if (GetObjectiveDisplayed MS03 50 == 1 && GetObjectiveCompleted MS03 50 == 0) SetObjectiveDisplayed MS03 50 0 endif if (GetObjectiveDisplayed MS03 54 == 1 && GetObjectiveCompleted MS03 54 == 0) SetObjectiveDisplayed MS03 54 0 endif if (GetObjectiveDisplayed MS03 56 == 1 && GetObjectiveCompleted MS03 56 == 0) SetObjectiveDisplayed MS03 56 0 endif if (GetObjectiveDisplayed MS03 60 == 1 && GetObjectiveCompleted MS03 60 == 0) SetObjectiveDisplayed MS03 60 0 endif if (GetObjectiveDisplayed MS03 64 == 1 && GetObjectiveCompleted MS03 64 == 0) SetObjectiveDisplayed MS03 64 0 endif if (GetObjectiveDisplayed MS03 66 == 1 && GetObjectiveCompleted MS03 66 == 0) SetObjectiveDisplayed MS03 66 0 endif if (GetObjectiveDisplayed MS03 68 == 1 && GetObjectiveCompleted MS03 68 == 0) SetObjectiveDisplayed MS03 68 0 endif if (GetObjectiveDisplayed MS03 70 == 1 && GetObjectiveCompleted MS03 70 == 0) SetObjectiveDisplayed MS03 70 0 endif if (GetObjectiveDisplayed MS03 74 == 1 && GetObjectiveCompleted MS03 74 == 0) SetObjectiveDisplayed MS03 74 0 endif if (GetObjectiveDisplayed MS03 76 == 1 && GetObjectiveCompleted MS03 76 == 0) SetObjectiveDisplayed MS03 76 0 endif if (GetObjectiveDisplayed MS03 78 == 1 && GetObjectiveCompleted MS03 78 == 0) SetObjectiveDisplayed MS03 78 0 endif if (GetObjectiveDisplayed MS03 80 == 1 && GetObjectiveCompleted MS03 80 == 0) SetObjectiveDisplayed MS03 80 0 endif if (GetObjectiveDisplayed MS03 84 == 1 && GetObjectiveCompleted MS03 84 == 0) SetObjectiveDisplayed MS03 84 0 endif if (GetObjectiveDisplayed MS03 88 == 1 && GetObjectiveCompleted MS03 88 == 0) SetObjectiveDisplayed MS03 88 0 endif if (GetObjectiveDisplayed MS03 90 == 1 && GetObjectiveCompleted MS03 90 == 0) SetObjectiveDisplayed MS03 90 0 endif if (GetObjectiveDisplayed MS03 94 == 1 && GetObjectiveCompleted MS03 94 == 0) SetObjectiveDisplayed MS03 94 0 endif if (GetObjectiveDisplayed MS03 98 == 1 && GetObjectiveCompleted MS03 98 == 0) SetObjectiveDisplayed MS03 98 0 endif if (GetObjectiveDisplayed MS03 100 == 1 && GetObjectiveCompleted MS03 100 == 0) SetObjectiveDisplayed MS03 100 0 endif if (GetObjectiveDisplayed MS03 105 == 1 && GetObjectiveCompleted MS03 105 == 0) SetObjectiveDisplayed MS03 105 0 endif ;Set all sub-tasks as completed, to avoid quest-breaking set MS03.MS03a1 to 4 set MS03.MS03a2 to 4 set MS03.MS03a3 to 4 set MS03.MS03a to 4 set MS03.MS03b1 to 4 set MS03.MS03b2 to 4 set MS03.MS03b3 to 4 set MS03.MS03b to 4 set MS03.MS03c1 to 4 set MS03.MS03c2 to 4 set MS03.MS03c3 to 4 set MS03.MS03c to 4 ;End the quest ;SetObjectiveDisplayed MS03 215 1 ;SetObjectiveCompleted MS03 215 1 StopQuest MS03 ;Start MS03Fin StartQuest MS03Fin ;NO ACHIEVEMENT! QUEST FAILED!SCROSCRO³ÓSCRO0ÊSCRO/ÊSCRO·ÓSCROcSCRO´ÓSCRO–NSCROÌINDX×QSDTCNAM4Moira Brown a été persuadée d'abandonner son livre.SCHRì SCDAì nÎÿÿÿ rs 4 == rs 4 == &&wnd rs 4 == rs 4 != &&wnÈwn, rX/r 1 ==R rn rX/r 1 ==R rnvrY r 'n1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rn n1- X¥ rn 1 == X¤ rn 0 == &&£rn n1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn 1 == X¤ rn 0 == &&£rnn1- X¥ rn" 1 == X¤ rn" 0 == &&£rn"n1- X¥ rn$ 1 == X¤ rn$ 0 == &&£rn$n1- X¥ rn& 1 == X¤ rn& 0 == &&£rn&n1- X¥ rn( 1 == X¤ rn( 0 == &&£rn(n1- X¥ rn, 1 == X¤ rn, 0 == &&£rn,n1- X¥ rn. 1 == X¤ rn. 0 == &&£rn.n1- X¥ rn2 1 == X¤ rn2 0 == &&£rn2n1- X¥ rn6 1 == X¤ rn6 0 == &&£rn6n1- X¥ rn8 1 == X¤ rn8 0 == &&£rn8n1- X¥ rn< 1 == X¤ rn< 0 == &&£rn<n1- X¥ rn@ 1 == X¤ rn@ 0 == &&£rn@n1- X¥ rnB 1 == X¤ rnB 0 == &&£rnBn1- X¥ rnD 1 == X¤ rnD 0 == &&£rnDn1- X¥ rnF 1 == X¤ rnF 0 == &&£rnFn1- X¥ rnJ 1 == X¤ rnJ 0 == &&£rnJn1- X¥ rnL 1 == X¤ rnL 0 == &&£rnLn1- X¥ rnN 1 == X¤ rnN 0 == &&£rnNn1- X¥ rnP 1 == X¤ rnP 0 == &&£rnPn1- X¥ rnT 1 == X¤ rnT 0 == &&£rnTn1- X¥ rnX 1 == X¤ rnX 0 == &&£rnXn1- X¥ rnZ 1 == X¤ rnZ 0 == &&£rnZn1- X¥ rn^ 1 == X¤ rn^ 0 == &&£rn^n1- X¥ rnb 1 == X¤ rnb 0 == &&£rnbn1- X¥ rnd 1 == X¤ rnd 0 == &&£rndn1- X¥ rni 1 == X¤ rni 0 == &&£rnin rs  4 rs  4 rs  4 rs 4 rs 4 rs 4 rs 4 rs  4 rs 4 rs 4 rs 4 rs 47r6rJnSCTXÓ;Give Negative Karma rewardkarma -50 ;Give Final XP Reward: if (MS03.ms03a == 4 && MS03.ms03b == 4) RewardXP 100 elseif (MS03.ms03a == 4 && MS03.ms03b != 4) RewardXP 200 else RewardXP 300 endif ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Reward the player for being a dream-crushing bastard player.AddPerk MS03DreamCrusherPerk player.showMessage MS03DeamcrusherPerkMsg MoiraBrownREF.modav repair 30 ;Hide any uncompleted objective if (GetObjectiveDisplayed MS03 2 == 1 && GetObjectiveCompleted MS03 2 == 0) SetObjectiveDisplayed MS03 2 0 endif if (GetObjectiveDisplayed MS03 5 == 1 && GetObjectiveCompleted MS03 5 == 0) SetObjectiveDisplayed MS03 5 0 endif if (GetObjectiveDisplayed MS03 10 == 1 && GetObjectiveCompleted MS03 10 == 0) SetObjectiveDisplayed MS03 10 0 endif if (GetObjectiveDisplayed MS03 12 == 1 && GetObjectiveCompleted MS03 12 == 0) SetObjectiveDisplayed MS03 12 0 endif if (GetObjectiveDisplayed MS03 16 == 1 && GetObjectiveCompleted MS03 16 == 0) SetObjectiveDisplayed MS03 16 0 endif if (GetObjectiveDisplayed MS03 20 == 1 && GetObjectiveCompleted MS03 20 == 0) SetObjectiveDisplayed MS03 20 0 endif if (GetObjectiveDisplayed MS03 24 == 1 && GetObjectiveCompleted MS03 24 == 0) SetObjectiveDisplayed MS03 24 0 endif if (GetObjectiveDisplayed MS03 26 == 1 && GetObjectiveCompleted MS03 26 == 0) SetObjectiveDisplayed MS03 26 0 endif if (GetObjectiveDisplayed MS03 30 == 1 && GetObjectiveCompleted MS03 30 == 0) SetObjectiveDisplayed MS03 30 0 endif if (GetObjectiveDisplayed MS03 34 == 1 && GetObjectiveCompleted MS03 34 == 0) SetObjectiveDisplayed MS03 34 0 endif if (GetObjectiveDisplayed MS03 36 == 1 && GetObjectiveCompleted MS03 36 == 0) SetObjectiveDisplayed MS03 36 0 endif if (GetObjectiveDisplayed MS03 38 == 1 && GetObjectiveCompleted MS03 38 == 0) SetObjectiveDisplayed MS03 38 0 endif if (GetObjectiveDisplayed MS03 40 == 1 && GetObjectiveCompleted MS03 40 == 0) SetObjectiveDisplayed MS03 40 0 endif if (GetObjectiveDisplayed MS03 44 == 1 && GetObjectiveCompleted MS03 44 == 0) SetObjectiveDisplayed MS03 44 0 endif if (GetObjectiveDisplayed MS03 46 == 1 && GetObjectiveCompleted MS03 46 == 0) SetObjectiveDisplayed MS03 46 0 endif if (GetObjectiveDisplayed MS03 50 == 1 && GetObjectiveCompleted MS03 50 == 0) SetObjectiveDisplayed MS03 50 0 endif if (GetObjectiveDisplayed MS03 54 == 1 && GetObjectiveCompleted MS03 54 == 0) SetObjectiveDisplayed MS03 54 0 endif if (GetObjectiveDisplayed MS03 56 == 1 && GetObjectiveCompleted MS03 56 == 0) SetObjectiveDisplayed MS03 56 0 endif if (GetObjectiveDisplayed MS03 60 == 1 && GetObjectiveCompleted MS03 60 == 0) SetObjectiveDisplayed MS03 60 0 endif if (GetObjectiveDisplayed MS03 64 == 1 && GetObjectiveCompleted MS03 64 == 0) SetObjectiveDisplayed MS03 64 0 endif if (GetObjectiveDisplayed MS03 66 == 1 && GetObjectiveCompleted MS03 66 == 0) SetObjectiveDisplayed MS03 66 0 endif if (GetObjectiveDisplayed MS03 68 == 1 && GetObjectiveCompleted MS03 68 == 0) SetObjectiveDisplayed MS03 68 0 endif if (GetObjectiveDisplayed MS03 70 == 1 && GetObjectiveCompleted MS03 70 == 0) SetObjectiveDisplayed MS03 70 0 endif if (GetObjectiveDisplayed MS03 74 == 1 && GetObjectiveCompleted MS03 74 == 0) SetObjectiveDisplayed MS03 74 0 endif if (GetObjectiveDisplayed MS03 76 == 1 && GetObjectiveCompleted MS03 76 == 0) SetObjectiveDisplayed MS03 76 0 endif if (GetObjectiveDisplayed MS03 78 == 1 && GetObjectiveCompleted MS03 78 == 0) SetObjectiveDisplayed MS03 78 0 endif if (GetObjectiveDisplayed MS03 80 == 1 && GetObjectiveCompleted MS03 80 == 0) SetObjectiveDisplayed MS03 80 0 endif if (GetObjectiveDisplayed MS03 84 == 1 && GetObjectiveCompleted MS03 84 == 0) SetObjectiveDisplayed MS03 84 0 endif if (GetObjectiveDisplayed MS03 88 == 1 && GetObjectiveCompleted MS03 88 == 0) SetObjectiveDisplayed MS03 88 0 endif if (GetObjectiveDisplayed MS03 90 == 1 && GetObjectiveCompleted MS03 90 == 0) SetObjectiveDisplayed MS03 90 0 endif if (GetObjectiveDisplayed MS03 94 == 1 && GetObjectiveCompleted MS03 94 == 0) SetObjectiveDisplayed MS03 94 0 endif if (GetObjectiveDisplayed MS03 98 == 1 && GetObjectiveCompleted MS03 98 == 0) SetObjectiveDisplayed MS03 98 0 endif if (GetObjectiveDisplayed MS03 100 == 1 && GetObjectiveCompleted MS03 100 == 0) SetObjectiveDisplayed MS03 100 0 endif if (GetObjectiveDisplayed MS03 105 == 1 && GetObjectiveCompleted MS03 105 == 0) SetObjectiveDisplayed MS03 105 0 endif ;Set all sub-tasks as completed, to avoid quest-breaking set MS03.MS03a1 to 4 set MS03.MS03a2 to 4 set MS03.MS03a3 to 4 set MS03.MS03a to 4 set MS03.MS03b1 to 4 set MS03.MS03b2 to 4 set MS03.MS03b3 to 4 set MS03.MS03b to 4 set MS03.MS03c1 to 4 set MS03.MS03c2 to 4 set MS03.MS03c3 to 4 set MS03.MS03c to 4 ;End the quest ;SetObjectiveDisplayed MS03 215 1 ;SetObjectiveCompleted MS03 215 1 StopQuest MS03 ;Start MS03Fin StartQuest MS03Fin addachievement 16 SCROSCRO¼ÒSCRO–NSCRO/ÊSCRO0ÊSCROëSCRO—ÅSCROÌINDXáQSDTCNAM|Le guide de survie des Terres désolées a été distribué dans les vestiges de la capitale, où il pourra aider les survivants.SCHR@¤ SCDA¤ ¢rnDn7rrf$ G 1 + rs5 1wnd rX/r 1 ==R rn rX/r 1 ==R rn rs1 0 == rs 5 <vr rs 5 >= rs 9 < &&vr rs 9 ==vr  rs1 1 == rs 5 <vr  rs 5 >= rs 9 < &&vr  rs 9 ==vr  rs1 2 == rs 5 <vr  rs 5 >= rs 9 < &&vr rs 9 ==vr rs1 3 == rs 5 <vr rs 5 >= rs 9 < &&vr rs 9 ==vr rs1 4 == rs 5 <vr rs 5 >= rs 9 < &&vr rs 9 ==vrY r rs1 0 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r-) rs 2 > rs 2 <= && rs 2 <= &&|r-) rs 2 <= rs 2 > && rs 2 <= &&|r-) rs 2 <= rs 2 <= && rs 2 > &&|r,( rs 2 > rs 2 > && rs 2 <= &&|r,( rs 2 > rs 2 <= && rs 2 > &&|r,( rs 2 <= rs 2 > && rs 2 > &&|r+' rs 2 > rs 2 > && rs 2 > &&|r rs1 1 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r-) rs 2 > rs 2 <= && rs 2 <= &&|r -) rs 2 <= rs 2 > && rs 2 <= &&|r!-) rs 2 <= rs 2 <= && rs 2 > &&|r",( rs 2 > rs 2 > && rs 2 <= &&|r#,( rs 2 > rs 2 <= && rs 2 > &&|r$,( rs 2 <= rs 2 > && rs 2 > &&|r%+' rs 2 > rs 2 > && rs 2 > &&|r& rs1 2 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r'-) rs 2 > rs 2 <= && rs 2 <= &&|r(-) rs 2 <= rs 2 > && rs 2 <= &&|r)-) rs 2 <= rs 2 <= && rs 2 > &&|r*,( rs 2 > rs 2 > && rs 2 <= &&|r+,( rs 2 > rs 2 <= && rs 2 > &&|r,,( rs 2 <= rs 2 > && rs 2 > &&|r-+' rs 2 > rs 2 > && rs 2 > &&|r. rs1 3 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r/-) rs 2 > rs 2 <= && rs 2 <= &&|r0-) rs 2 <= rs 2 > && rs 2 <= &&|r1-) rs 2 <= rs 2 <= && rs 2 > &&|r2,( rs 2 > rs 2 > && rs 2 <= &&|r3,( rs 2 > rs 2 <= && rs 2 > &&|r4,( rs 2 <= rs 2 > && rs 2 > &&|r5+' rs 2 > rs 2 > && rs 2 > &&|r6 rs1 4 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r7-) rs 2 > rs 2 <= && rs 2 <= &&|r8-) rs 2 <= rs 2 > && rs 2 <= &&|r9-) rs 2 <= rs 2 <= && rs 2 > &&|r:,( rs 2 > rs 2 > && rs 2 <= &&|r;,( rs 2 > rs 2 <= && rs 2 > &&|r<,( rs 2 <= rs 2 > && rs 2 > &&|r=+' rs 2 > rs 2 > && rs 2 > &&|r> r?n6r@JnSCTX•SetObjectiveCompleted MS03 68 1 ;SetObjectiveDisplayed MS03 225 1 ;SetObjectiveCompleted MS03 225 1 StopQuest MS03 Set RadioGalaxyNewsQuest.MS03Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Give Final XP Reward: RewardXP 100 ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Give proper perk depending on how well the player reseearched the book ;and what sort of input he gave if (MS03.currentStyle == 0) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1A elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2A elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3A endif elseif (MS03.currentStyle == 1) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1B elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2B elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3B endif elseif (MS03.currentStyle == 2) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1C elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2C elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3C endif elseif (MS03.currentStyle == 3) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1D elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2D elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3D endif elseif (MS03.currentStyle == 4) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1E elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2E elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3E endif endif showMessage MS03SurvivorPerkMsg ;Give appropriate book note for quality of work and style of reply: ;player.addItem MS03SurvivalGuideBook 1 if (MS03.currentStyle == 0) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8A endif elseif (MS03.currentStyle == 1) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8B endif elseif (MS03.currentStyle == 2) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8C endif elseif (MS03.currentStyle == 3) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8D endif elseif (MS03.currentStyle == 4) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8E endif endif player.additem xMS03SurvivalGuideBookItem 1 ;Start MS03Fin StartQuest MS03Fin addachievement 16SCROSCRO–NSCRO†$SCRO9SCRO/ÊSCRO0ÊSCRO¢ÓSCRO¡ÓSCRO ÓSCROÔ1SCROØ1SCROÜ1SCROÕ1SCROÙ1SCROÝ1SCROÖ1SCROÚ1SCROÞ1SCRO×1SCROÛ1SCROß1SCRO¾»SCRO°ÓSCRO¯ÓSCRO®ÓSCRO­ÓSCRO¬ÓSCRO«ÓSCROªÓSCRO©ÓSCRO´1SCRO¸1SCRO¼1SCROÀ1SCROÄ1SCROÈ1SCROÌ1SCROÐ1SCROµ1SCRO¹1SCRO½1SCROÁ1SCROÅ1SCROÉ1SCROÍ1SCROÑ1SCRO¶1SCROº1SCRO¾1SCROÂ1SCROÆ1SCROÊ1SCROÎ1SCROÒ1SCRO·1SCRO»1SCRO¿1SCROÃ1SCROÇ1SCROË1SCROÏ1SCROÓ1SCRO•§SCROÌINDXúQSDTCNAMLe guide de survie des Terres désolées a été conçu et répandu dans les terres désolées de la capitale, où il aidera d'innombrables survivants.SCHR@¯ SCDA¯ ¢rnDn7r rX/r 1 ==R rn rX/r 1 ==R rnn2wndrf$ G 1 + rs5 1 rs1 0 == rs 5 <vr rs 5 >= rs 9 < &&vr rs 9 ==vr  rs1 1 == rs 5 <vr  rs 5 >= rs 9 < &&vr  rs 9 ==vr  rs1 2 == rs 5 <vr  rs 5 >= rs 9 < &&vr rs 9 ==vr rs1 3 == rs 5 <vr rs 5 >= rs 9 < &&vr rs 9 ==vr rs1 4 == rs 5 <vr rs 5 >= rs 9 < &&vr rs 9 ==vrY r rs1 0 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r-) rs 2 > rs 2 <= && rs 2 <= &&|r-) rs 2 <= rs 2 > && rs 2 <= &&|r-) rs 2 <= rs 2 <= && rs 2 > &&|r,( rs 2 > rs 2 > && rs 2 <= &&|r,( rs 2 > rs 2 <= && rs 2 > &&|r,( rs 2 <= rs 2 > && rs 2 > &&|r+' rs 2 > rs 2 > && rs 2 > &&|r rs1 1 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r-) rs 2 > rs 2 <= && rs 2 <= &&|r -) rs 2 <= rs 2 > && rs 2 <= &&|r!-) rs 2 <= rs 2 <= && rs 2 > &&|r",( rs 2 > rs 2 > && rs 2 <= &&|r#,( rs 2 > rs 2 <= && rs 2 > &&|r$,( rs 2 <= rs 2 > && rs 2 > &&|r%+' rs 2 > rs 2 > && rs 2 > &&|r& rs1 2 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r'-) rs 2 > rs 2 <= && rs 2 <= &&|r(-) rs 2 <= rs 2 > && rs 2 <= &&|r)-) rs 2 <= rs 2 <= && rs 2 > &&|r*,( rs 2 > rs 2 > && rs 2 <= &&|r+,( rs 2 > rs 2 <= && rs 2 > &&|r,,( rs 2 <= rs 2 > && rs 2 > &&|r-+' rs 2 > rs 2 > && rs 2 > &&|r. rs1 3 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r/-) rs 2 > rs 2 <= && rs 2 <= &&|r0-) rs 2 <= rs 2 > && rs 2 <= &&|r1-) rs 2 <= rs 2 <= && rs 2 > &&|r2,( rs 2 > rs 2 > && rs 2 <= &&|r3,( rs 2 > rs 2 <= && rs 2 > &&|r4,( rs 2 <= rs 2 > && rs 2 > &&|r5+' rs 2 > rs 2 > && rs 2 > &&|r6 rs1 4 ==.* rs 2 <= rs 2 <= && rs 2 <= &&|r7-) rs 2 > rs 2 <= && rs 2 <= &&|r8-) rs 2 <= rs 2 > && rs 2 <= &&|r9-) rs 2 <= rs 2 <= && rs 2 > &&|r:,( rs 2 > rs 2 > && rs 2 <= &&|r;,( rs 2 > rs 2 <= && rs 2 > &&|r<,( rs 2 <= rs 2 > && rs 2 > &&|r=+' rs 2 > rs 2 > && rs 2 > &&|r> r?n6r@JnSCTXÁSetObjectiveCompleted MS03 68 1 ;SetObjectiveDisplayed MS03 250 1 ;SetObjectiveCompleted MS03 250 1 StopQuest MS03 ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Give quest rewards, depending on objectiveBonuses rewardkarma 50 RewardXP 100 Set RadioGalaxyNewsQuest.MS03Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Give proper perk depending on how well the player reseearched the book ;and what sort of input he gave if (MS03.currentStyle == 0) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1A elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2A elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3A endif elseif (MS03.currentStyle == 1) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1B elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2B elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3B endif elseif (MS03.currentStyle == 2) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1C elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2C elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3C endif elseif (MS03.currentStyle == 3) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1D elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2D elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3D endif elseif (MS03.currentStyle == 4) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1E elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2E elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3E endif endif showMessage MS03SurvivorPerkMsg ;Give appropriate book note for quality of work and style of reply: ;player.addItem MS03SurvivalGuideBook 1 if (MS03.currentStyle == 0) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8A endif elseif (MS03.currentStyle == 1) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8B endif elseif (MS03.currentStyle == 2) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8C endif elseif (MS03.currentStyle == 3) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8D endif elseif (MS03.currentStyle == 4) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8E endif endif player.additem xMS03SurvivalGuideBookItem 1 ;Start MS03Fin StartQuest MS03Fin addachievement 16SCROSCRO–NSCRO/ÊSCRO0ÊSCRO†$SCRO9SCRO¢ÓSCRO¡ÓSCRO ÓSCROÔ1SCROØ1SCROÜ1SCROÕ1SCROÙ1SCROÝ1SCROÖ1SCROÚ1SCROÞ1SCRO×1SCROÛ1SCROß1SCRO¾»SCRO°ÓSCRO¯ÓSCRO®ÓSCRO­ÓSCRO¬ÓSCRO«ÓSCROªÓSCRO©ÓSCRO´1SCRO¸1SCRO¼1SCROÀ1SCROÄ1SCROÈ1SCROÌ1SCROÐ1SCROµ1SCRO¹1SCRO½1SCROÁ1SCROÅ1SCROÉ1SCROÍ1SCROÑ1SCRO¶1SCROº1SCRO¾1SCROÂ1SCROÆ1SCROÊ1SCROÎ1SCROÒ1SCRO·1SCRO»1SCRO¿1SCROÃ1SCROÇ1SCROË1SCROÏ1SCROÓ1SCRO•§SCROÌQOBJNNAMQOBJNNAM.Demander à Moira Brown au sujet de son livre.QSTA¼Ò QOBJNNAM Aider Moira avec le chapitre 1.QSTA¼Ò$QOBJ NNAM1Trouver de quoi manger dans le Super Duper Mart.QSTA¹Ò(CTDA €?C7QOBJ NNAM>(Optionnel) Trouver des médicaments dans le Super Duper Mart.QSTA¹Ò?CTDA €?C7QOBJNNAMRetourner auprès de Moira.QSTA¼Ò$QOBJNNAM/Être atteint du Mal des radiations (200 rads).QOBJÈNNAMQOBJNNAMJ(Optionnel) Être plus gravement atteint du Mal des radiations (600 rads).QOBJNNAMRetourner auprès de Moira.QSTA¼Ò#QOBJNNAM(Se rendre à l'aire de jeu de Minefield.QSTAOï#QOBJ"NNAM((Optionnel) Rapporter une mine à Moira.QOBJ$NNAMRetourner auprès de Moira.QSTA¼Ò#QOBJ&NNAM Aider Moira avec le chapitre 2.QSTA¼Ò#QOBJ(NNAM0Essayer le produit répulsif sur trois rataupes.QSTA<ò CTDACš¼QOBJ,NNAM:(Optionnel) Essayer le produit répulsif sur dix rataupes.QSTA<ò>CTDACš¼QOBJ.NNAMRetourner auprès de Moira.QSTA¼Ò#QOBJ2NNAMLPlacer l'observateur dans un module de création à l'Anchorage War Memorial.QSTA0ÂÖCTDACICTDACæCTDACGCTDACHQOBJ6NNAM?(Optionnel) Ne pas tuer de Fangeux à l'Anchorage War Memorial.QOBJ8NNAMRetourner auprès de Moira.QSTA¼Ò"QOBJ<NNAM,Se blesser sérieusement (50% vie ou moins).QOBJ@NNAM1(Optionnel) Recevoir une blessure incapacitante.QOBJBNNAM.Retourner auprès de Moira avec vos blessures.QSTA¼Ò QOBJDNNAM&Aider Moira avec le dernier chapitre.QSTA¼Ò#QOBJFNNAM$Apprendre l'histoire de Rivet City.QSTA.#CTDAæ,ÍQSTAKç#CTDA€?O–N<QSTAQç#CTDA€?O–N=QOBJJNNAME(Optionnel) Consulter d'autres sources sur l'histoire de Rivet City.QSTAPç:CTDA€?O–N>QSTA[ç:CTDA€?O–N?QOBJLNNAM5(Optionnel) Établir la vraie histoire de Rivet City.QSTAx¡'CTDATÊVCTDA€?O–N@QSTAy¡'CTDA€?TÊVQOBJNNNAMRetourner auprès de Moira.QSTA¼Ò!QOBJPNNAM[Installer le bidule du processeur sur l'ordinateur central du site de production de RobCo.QSTAV×S'QOBJTNNAM@(Optionnel) Reprogrammer l'ordinateur central du site de RobCo.QSTAV×>QOBJXNNAMRetourner auprès de Moira.QSTA¼Ò QOBJZNNAM>Accéder au catalogue de la Bibliothèque publique d'Arlington.QSTAÁ>QOBJ^NNAMB(Optionnel) Récupérer l'ensemble des archives de la bibliothèque.QSTAUŽ:QOBJbNNAMRetourner auprès de Moira.QSTA¼Ò QUSTN 0EDID UF3PCaAFixSCRIŸ0FULLCorrection Charon VS AhzrukhamDATANAQUST€¡NEDIDMS14SCRI®FULLFaut leur tirer dans la têteDATA1ÍÍINDX QSDTSCHR USCDAU£rn n£rnn£rnn£rn(nUrUr¼rnz333333ã? rn rs$ 1 rX. 1 ==¢rn n rX. 1 ==¢rnn£rnn rX/r 1 >=¢rnn£rn<n r X. 1 ==¢rnn£rn#n rX/r 1 >=¢rn#n£rnFn r X. 1 ==¢rn(n£rn-n rX/r 1 >=¢rn-n£rnPnSCTX,SetObjectiveDisplayed MS14 10 1 SetObjectiveDisplayed MS14 20 1 SetObjectiveDisplayed MS14 30 1 SetObjectiveDisplayed MS14 40 1 ShowMap DukovMapMarker ShowMap RepDaveMapMarker Player.AddItemHealthPercent WeapSniperRifle 1 .60 Player.Additem ClipSniperRifle5 1 Set MS14.LieTimer to 1 If AllistairTenpennyRef.GetDead == 1 SetObjectiveCompleted MS14 10 1 EndIf If DukovRef.GetDead == 1 SetObjectiveCompleted MS14 20 1 SetObjectiveDisplayed MS14 25 1 EndIf If Player.GetItemCount MS14DukovsKey >= 1 SetObjectiveCompleted MS14 25 1 SetObjectiveDisplayed MS14 60 1 EndIf If TedStrayerRef.GetDead == 1 SetObjectiveCompleted MS14 30 1 SetObjectiveDisplayed MS14 35 1 EndIf If Player.GetItemCount MS14TedsKey >= 1 SetObjectiveCompleted MS14 35 1 SetObjectiveDisplayed MS14 70 1 EndIf If DaveRef.GetDead == 1 SetObjectiveCompleted MS14 40 1 SetObjectiveDisplayed MS14 45 1 EndIf If Player.GetItemCount MS14DavesKey >= 1 SetObjectiveCompleted MS14 45 1 SetObjectiveDisplayed MS14 80 1 EndIf SCROSCRO¡NSCROòSCROË1SCROSCSCROJ–SCRO zSCRO®SCROÛ¸SCROWçSCROÚ¸SCROž¸SCROZ¿INDXdQSDTSCHR`SCDA`wn,rf. G 1 + rs5 1­r—r7r6rJnSCTXRewardXP 300 Set RadioGalaxyNewsQuest.MS14Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 CompleteAllObjectives MS14 MisterCrowleyRef.AddScriptPackage MS14CrowleyStartTrip StopQuest MS14 StartQuest MS14Fin AddAchievement 26 SCROà¸SCRO†$SCRO9SCRO¡NSCROäSCROØINDXÈQSDTSCHR&SCDA&wn,­r6r7rSCTX; Armor is acquired without ever talking to Crowley RewardXP 300 CompleteAllObjectives MS14 StartQuest MS14fin Stopquest MS14SCRO¡NSCROØINDXÿQSDTSCHR*SCDA*Y r­r7r6rSCTX‰; Crowley killed before all keys are collected ShowMessage MS14QuestFail CompleteAllObjectives MS14 StopQuest MS14 StartQuest MS14FinSCRO¤ SCRO¡NSCROØQOBJ NNAMTuer Allistair TenpennyQSTA z QOBJNNAMTuer Dukov et prendre sa clé.QSTA®QOBJNNAM$Tuer Ted Strayer et prendre sa clé.QSTAWçî"QOBJ(NNAMTuer Dave et prendre sa clé.QSTAž¸QOBJ<NNAM&Apporter la clé de Dukov à Mr CrowleyQSTAà¸í"QOBJFNNAM,Apporter la clé de Ted Strayer à Mr CrowleyQSTAภQOBJPNNAM%Apporter la clé de Dave à Mr CrowleyQSTAà¸ì"QOBJ2NNAM2Dire à Mr Crowley que Allistair Tenpenny est mortQSTAà¸!QOBJNNAMTrouver la clé de DukovQSTA® QOBJ#NNAMTrouver la clé de Ted StrayerQSTAWçQOBJ-NNAMTrouver la clé de DaveQSTAž¸ QOBJZNNAM(Facultatif) Tuer Mr CrowleyQSTAà¸QOBJdNNAM(Recevoir récompense d'Alistair TenpennyQSTA zë"QUST/¥NEDIDMS18SCRIFULLRangers de ReillyDATA2INDXQSDTSCHRINDXQSDTSCHRSCDA£rnnSCTXF;Player got quest from Radio Message SetObjectiveDisplayed MS18 5 1SCRO¥NINDX QSDTCNAMTrouver le Statesman HotelSCHR‡SCDA‡|r|rUr! X¥ rn 1 ==¢rnn£rn n£rnnSCTXcPlayer.AddNote MS18AmmoBoxNote Player.AddNote MS18RangerLocation ShowMap StatesmanHotelMapMarker MS18OurLadyHopeDestroyedRoomEnablerREF.enable ;enables the bridge from OurLady02 to StatesmanHotel02 if ( GetObjectiveDisplayed MS18 5 == 1 ) SetObjectiveCompleted MS18 5 1 endif SetObjectiveDisplayed MS18 10 1 SetObjectiveDisplayed MS18 15 1SCROSCRO¿¿SCROQlSCROðÞ SCRO.SCRO¥NINDXQSDTCNAM Localiser les Rangers de ReillySCHRGSCDAG£rnn X¥ rn 1 ==¢rn nSCTXrSetObjectiveDisplayed MS18 20 1 if ( GetObjectiveDisplayed MS18 10 == 1 ) SetObjectiveCompleted MS18 10 1 endifSCRO¥NINDXQSDTCNAM'Mettre les Rangers de Reilly à l'abri.SCHR&SCDA&£rnn¢rnnSCTX@SetObjectiveDisplayed MS18 30 1 SetObjectiveCompleted MS18 20 1SCRO¥NINDX(QSDTCNAMRejoindre l'entrée de métroSCHRTSCDAT rs 1ñn rs 1 rs 2P¢rnnSCTXŸSet MS18.Sidearm to 1 ReillyRef.SetUnconscious 0 Set ReillyRef.WakeComa to 1 Set ReillyRef.Coma to 2 ReillyRef.ResetHealth SetObjectiveCompleted MS18 30 1SCROü©SCRO¥NINDX2QSDTCNAM2Retourner voir Reilly dans l'enceinte des RangersSCHR ÚSCDAÚ£rn2n rs 0 ==¢rn(n rs  1^^^sžr¼rnz333333ã? r n^‚ zY@‚ zY@SCTXÃSetObjectiveDisplayed MS18 50 1 if ( MS18.EndEarly == 0 ) SetObjectiveCompleted MS18 40 1 endif Set MS18.ButcherTalk to 1 ButcherRef.Evp BrickRef.Evp DonovanRef.Evp MS18RCTerminalRef.Unlock ReillyRef.Moveto MS18FinReillyRef ReillyRef.AddItemHealthPercent MS18RangerBattlearmor 1 .6 ReillyRef.AddItem WithAmmo10mmSubmachineGunNPC 1 ReillyRef.Evp ReillyRef.RestoreAV LeftMobilityCondition 100 ReillyRef.RestoreAV RightMobilityCondition 100SCRO2¸SCRO1¸SCRO3¸SCROäSCROü©SCRO¥NSCRO?SCRO00SCROb“INDXdQSDTSCHRvSCDAvwn, rs 0 ==nÈ­r7r6rJnrf6 G 1 + rs5 1SCTXûRewardXP 300 if ( MS18.MS18Bad == 0 ) RewardKarma 200 endif CompleteAllObjectives MS18 StopQuest MS18 StartQuest MS18Fin addachievement 30 Set RadioGalaxyNewsQuest.MS18Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1SCRO¥NSCRO÷èSCRO†$SCRO9INDX–QSDTSCHR/SCDA/Y r­r  rn7rSCTXsShowMessage MS18QuestFailedMessage CompleteAllObjectives MS18 SetQuestObject MS18DonovansWrench 0 StopQuest MS18SCROþ5 SCRO¥NSCROÔ QOBJ NNAM-Trouver l'Hôpital de Notre Dame de l'Espoir.QSTA\Ù QOBJNNAM!Localiser les Rangers de Reilly.QSTA®¼ä"CTDAO¥NQSTAD¡ä"CTDA€?O¥NQSTA2¸ä"CTDA@O¥NQOBJNNAM,Conduire les Rangers de Reilly en lieu sûr.QOBJ(NNAM&Aller à la sortie du Statesman Hotel.QOBJ2NNAM8Retourner auprès de Reilly dans l'Enceinte des Rangers.QSTAü© QOBJ NNAM7Trouver de quoi s'équiper dans l'Enceinte des Rangers.QSTAòèQOBJNNAM:(Optionnel) Localiser la caisse de munitions des Rangers.QOBJNNAMTrouver une pile à fission.QSTAÕýQOBJNNAM4Trouver Reilly dans Underworld au Musée d'histoire.QSTAü©QOBJNNAM%Donner une pile à fission à Donovan.QSTA3¸â"QUSTU¼ƒEDID UF3PFTFFixSCRI»ƒFULL&Correction Formule du Nuka Cola ClearDATAskGRUPnIDLE=IDLEUõEDID YGGetUpLeftMODL7Creatures\YaoGuai\IdleAnims\MTSpecialIdle_GetUpLeft.kfCTDAANAMTõDATAÍIDLE™e EDIDRobobrainUnconsciousMODL:Creatures\Robobrain\IdleAnims\MTSpecialIdle_deactivate.kfCTDA€?òANAM¥çDATAÿÿ'GRUP PACK=PACK‡ä­ EDIDSDOLedouxDialogPackagePKDT €TRPLDT á­ PLD2 á­ èPSDTÿÿÿPTDTèCTDAOŽ CTDAOŽ PKDD–BPLD2 á­ èPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMPACKŽ:EDIDMQ06RothchildGreetPlayerAtMapPKDT 4PLDT B;PLD2 B;ÈPSDTÿÿÿPTDT–CTDA€ B:ŒNCTDA€?OŒNPKDDÈBPLD2 B;ÈPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMPACK{ñêEDIDShrapnelSleep3x8NotSatPKDT ÍPLDT |oPSDTÿÿCTDA À@ªCTDA ªPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRSCDA rs 1SCTX(Set DialogueRivetCity.PackageLine to 1 SCROrÕTNAMFXPACKéöêEDIDShrapnelSleepSat23x8PKDT ÍÍÍPLDT |oPSDTÿPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMPACKâúêEDIDFlakSleep23x8PKDT ÍÍÍPLDT oÂPSDTÿÿÿPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMPACK1N;EDIDMQ06RothchildTravelToMapPKDT e5thPLDT B;PSDTÿÿÿCTDA€ B:ŒNCTDA`€?OŒNPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMPACKyÚqEDID+UnderworldCharonKillAhzrukhalSceneDialoguePKDT ÍPLDT PLD2 ˜qPSDTÿÿÿPTDTâ¸xCTDA€?5á¸PKDDÈBŠpPLD2 ˜qPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMPACK5® EDIDMQ11RothchildHoldNearConsolePKDT ÍÍÍPLDT ® PSDTÿÿÿCTDA` A:‘NCTDA ðA:‘NPOBAINAMSCHRTNAMPOEAINAMSCHRTNAMPOCAINAMSCHRTNAMGRUP®LSCR=LSCRÂʳEDIDStrengthLoadScreen09ICON*Interface\Loading\loading_goatslide04.ddsDESCqLa Force détermine le poids que vous pouvez transporter et l'efficacité de toutes les attaques au corps à corps.LSCR¤ÀËEDIDPerkLoadScreen39ICON&Interface\Loading\loading_metro02.ddsDESC[Chaque degré de l'aptitude Canaille augmente vos compétences Discours et Troc de 5 points.GRUP8FLST=FLST3[QEDIDArmorPowerListLNAMŒ“LNAM‹“LNAM“FLSTLrõEDIDArmorPowerTeslaListLNAM” LNAMqõLNAM ýLNAM ýLNAMÆ5FLST(¦EDIDRepairDeathclawGauntletLNAM+CFLST=¤EDIDPerkLittleLeaguerWeaponsLNAM¼€ LNAM»€ LNAMBFLSTK EDIDMS10SetHaroldOnFireWeaponsListLNAMº€ LNAM, LNAM+BLNAM9µLNAM½€ LNAMBCLNAM@CLNAMNCLNAMDCLNAMCCLNAM,CLNAM-CFLSTX¦EDIDPerkPyromaniacWeaponsLNAM½€ LNAM, LNAMBCLNAM-CLNAMNCLNAMº€ FLSTC/EDIDPNOArmorPowerListBoSLNAM|LNAMŒ“LNAM‹“LNAM“FLSTD ýEDIDArmorPowerEnclaveListLNAM»°LNAM ýLNAM ýLNAMÅ5GRUPÄ BPTD=BPTD¼“EDIDDogBodyPartDataMODLCreatures\Dog\Skeleton.nifBPTNPattes droites BPNN Bip01 R CalfBPNT Bip01 R CalfBPNI Bip01 Head11 TungeControlerBPNDT€? (€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes droites BPNNBip01 R UpperArmBPNTBip01 R ForearmBPNI Bip01 Head11 TungeControlerBPNDT€? (€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes gauches BPNN Bip01 L CalfBPNT Bip01 L CalfBPNI Bip01 Head11 TungeControlerBPNDT€?(€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes gauches BPNNBip01 L ForearmBPNTBip01 L ForearmBPNI Bip01 Head11 TungeControlerBPNDT€?(€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNTronc BPNN Bip01 Spine0BPNT Bip01 Spine2BPNI Bip01 Head11 TungeControlerBPNDT€?<K€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNTête BPNN Bip01 Neck1BPNT Bip01 HeadBPNI Bip01 HeadBPNDT@3(pB€?€?Gí€?NAM1NAM4 Bip01 HeadNAM5RAGAÐXBPTDÀœ#EDIDDogMeatBodyPartDataMODLCreatures\Dog\Skeleton.nifBPTNTête BPNN Bip01 Neck1BPNT Bip01 HeadBPNI Bip01 HeadBPNDT€?3(pB€?€?€?NAM1NAM4 Bip01 HeadNAM5BPTNTronc BPNN Bip01 Spine0BPNT Bip01 Spine2BPNI Bip01 Head11 TungeControlerBPNDT€?<K€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes gauches BPNNBip01 L ForearmBPNTBip01 L ForearmBPNI Bip01 Head11 TungeControlerBPNDT€?(€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes gauches BPNN Bip01 L CalfBPNT Bip01 L CalfBPNI Bip01 Head11 TungeControlerBPNDT€?(€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes droites BPNNBip01 R UpperArmBPNTBip01 R ForearmBPNI Bip01 Head11 TungeControlerBPNDT€? (€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5BPTNPattes droites BPNN Bip01 R CalfBPNT Bip01 R CalfBPNI Bip01 Head11 TungeControlerBPNDT€? (€?€?€?NAM1NAM4'BASE Meshes\Creatures\Dog\Skeleton.nifNAM5RAGAÐXGRUPCPTH=CPTHml EDIDFlamerAttacksCTDA€?˜½€ CTDA€?˜-CANAMEÕDATACPTHÑ  EDID SpecMiniGunCTDA€HBMCTDA€?˜?CCTDA€?˜Gµ CTDA€?˜.CCTDA€?˜8µANAMé“DATACPTHjEÕEDID FatManCamsCTDA€?˜+BCTDA€?˜,CANAM‹mDATAGRUP–ARMA=ARMA¨Å5EDIDPNOEnclavePowerArmorCollarOBND FULLEnclave Power Armor CollarBMDT€LéMODLuf3p\powerarmorcollar.nifETYPDATA dDNAMARMA¦Æ5EDIDPNOTeslaPowerArmorCollarOBND FULLEnclave Power Armor CollarBMDT€LéMODLuf3p\powerarmorcollar.nifETYPDATA dDNAMGRUPŽMESG=MESGVw EDIDMS04AntSightMessageDESC¥Vous avez reçu la perception et la résistance aux flammes des fourmis de feu de Grayditch. Votre Perception a augmenté de 1 et vous êtes 25%% plus résistant au feu.FULL!Aptitude Vision formique ajoutéeINAMDNAMMESG9Äw EDIDMQ02MuseumPlaqueArmsMessage02DESCûLe R91, qui est peut-être l'arme la plus connue de l'arsenal militaire américain moderne, tire son surnom, "The Backtalker (L'écho)", du bruit singulier fait par le mécanisme de tir quand il éjecte les douilles. Utilisant des cartouches 5,56 mm standard, le R91 est toujours l'arme officielle de l'infanterie de l'U.S. Army. Prêts du Musée International de l'Armement, ces vitrines présentent les différentes variétés d'armes et de munitions utilisées par l'armée lors de conflits dans le monde entier. INAMDNAMMESGõUw EDIDMS04AntMightMessageDESC›Vous avez reçu la force et la résistance aux flammes des fourmis de feu de Grayditch. Votre Force a augmenté de 1 et vous êtes 25%% plus résistant au feu.FULL Aptitude Force formique ajoutéeINAMDNAM