Unofficial Fallout 4 Patch 2.0.8 available for download, fixes numerous Quest and Audio issues

The team behind the Unofficial Fallout 4 Patch project has released a brand new version of it, aiming to fix numerous issues that still plague Bethesda’s RPG. In case you weren’t aware of, Unofficial Fallout 4 Patch is a comprehensive bugfixing mod for Fallout 4 that aims to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools.

According to the release notes, UF4P 2.0.8 addresses a landscape collision issues that was present at Hopesmarch Pentecostal Church, and fixes a cleanup issue with the corpses at Kingsport Lighthous.

Furthermore, and as the title suggests, the Unofficial Fallout 4 Patch 2.0.8 comes with numerous Audio and Quest fixes. For instance, it corrects audio in various shared male and female player character dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically, and fixes two combat music tracks that did not conclude with the proper finale versions when the fights ended.

This patch also fixes several NPC corpses that lingered at the Fort Hagen Satellite Array after the completion of Headhunting, resolves an issue in which several workshop radiant attacks could fail to process a check for Preston Garvey properly because they did not fill his alias property, as well as an issue that required 3 additional NPCs to have their shock collars removed if you complete Open Season by killing all the raiders.

It’s also worth mentioning that this patch comes with a huge list of Text Fixes and Placement/Layout/Ownership and other World Object Fixes that you can find here. Below we’ve included a portion of its changelog, focusing on all the other fixes that UF4P brings to the table.

Those interested can download UF4P Version 2.0.8 from here.

Unofficial Fallout 4 Patch 2.0.8 Release Notes

UFO4P Fixes

  • Landscape collision was unexpectedly restored at Hopesmarch Pentecostal Church due to a bug in xEdit when it copied the CELL record during routine merging prior to the 2.0.7 release. This has now been corrected. (Bug #26603)
  • The corpses at Kingsport Lighthouse had been flagged for cleanup by one of our scripts but already had a cleanup tag of their own that was controlling things. (Bug #26292, Bug #25992)

Actor Fixes

  • Curator Givens spawns with no clothes because his outfit lacks the proper item for it (DN011CuratorOutfit) (Bug #24487)
  • Mel (and anyone else using the same package) should no longer continue to walk away while the player is talking to them. The REPatrol package did not have a condition to prevent this from happening. (Bug #26774)
  • Swan’s corpse should now clear up on its own instead of lingering forever. (Bug #26641) [NR]
  • Rust Devils and Brotherhood of Steel were not set as enemies and thus would never attack each other when they appeared together. (Bug #21539)
  • DLC04_lvlRadAntAmbush did not have the Aggression and Suspicion actor values filled in on its scripts which resulted in errors in the logs when trying to set these values during an ambush. (Bug #25641)
  • Two settlers (EncWorkshopNPCMaleFarmer01Template and EncWorkshopNPCMaleFarmer05) have the same exact face. This has been corrected by generating a different appearance for EncWorkshopNPCMaleFarmer05. (Bug #26842)

Audio Fixes

  • Two combat music tracks did not conclude with the proper finale versions when the fights ended. (MUSzCombatHigh07, MUSzCombatBossLegendary05) (Bug #26673)
  • Two Minutemen audio recordings in the quest “Pinned” use the word “sir,” but don’t have an alternate response if the player character is female. Since no acceptable sample of the word “ma’am” is available for the “MaleBoston” voice, the word “sir” has been trimmed off in both instances. (Sound\Voice\Fallout4.esm\MaleBoston\0009A653_1, Sound\Voice\Fallout4.esm\MaleBoston\0009A65D_1) (Bug #25857)
  • One of the Minutemen Radio audio lines during the quest “Taking Independence” is grammatically unsound. The recording is using the word “holed,” but it should be “hole” instead. (Sound\Voice\Fallout4.esm\NPCMMinuteMenRadioVoice\0012A210_1.fuz) (Bug #26217)
  • One of Vadim’s Bobrov’s audio lines in the quest “Confidence Man” is grammatically unsound. The audio was using the word “messing,” but it should be “mess” instead. (Sound\Voice\Fallout4.esm\NPCMVadimBobrov\00019335_1.fuz) (Bug #26322)
  • One of Vadim Bobrov’s audio lines in the quest “Confidence Man” had the word “money” partially cut off in the recording. (Sound\Voice\Fallout4.esm\NPCMVadimBobrov\0003F46C_1.fuz ) (Bug #26323)
  • One of Bert Riggs’ audio lines in the quest “Brain Dead” was mispronouncing “Alzheimer’s” as “Alzheimer.” (Sound\Voice\DLCCoast.esm\DLC03MaleBertRiggs\03049620_3.fuz) (Bug #26409)
  • One of Erikson’s audio lines during his initial conversation when the player first meets him is grammatically unsound. The recording uses the words “a trade,” but it should just be “trade.” (Sound\Voice\DLCCoast.esm\DLC03SuperMutantErikson\0304E75D_3.fuz) (Bug #26460)
  • One of MacCready’s audio lines related to Covenant had the word “if” cut off at the beginning of the sentence, making it grammatically unsound. (Sound\Voice\Fallout4.esm\NPCMMacCready\00173C1B_1.fuz) (Bug #26465)
  • One of the audio lines in the random encounter “Escaped Synth” had an awkward pause in the middle of the recording and didn’t match the subtitle. (Sound\Voice\Fallout4.esm\MaleEvenToned\001A950E_1.fuz) (Bug #26469)
  • A shared Diamond City security guard hello topic has been spliced because the two recordings didn’t quite match. (Sound\Voice\Fallout4.esm\GuardMaleDiamondCity02\0017180E_1.fuz) (Bug #26583)
  • One of Curie’s combat lines was referring to the player as “Monsieur” regardless of whether they were male or female. Since no acceptable sample of the word “Madam’s” is available, the word “Monsieur’s” has been trimmed off in the recording. (Sound\Voice\Fallout4.esm\NPCFCurie\0010BB82_1.fuz, Sound\Voice\Fallout4.esm\RobotCurie\0010BB82_1.fuz) (Bug #26585)
  • Corrected audio in several shared settler dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\DLCCoast.esm\MaleEvenToned\0304AB7A_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\03048E6C_1.fuz, Sound\Voice\DLCCoast.esm\MaleEvenToned\0303EF25_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\0304DA85_1.fuz, Sound\Voice\DLCCoast.esm\DLC03MaleMaineAccent\03048E48_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\03048E48_1.fuz, Sound\Voice\DLCCoast.esm\MaleEvenToned\03048E48_1.fuz) (Bug #26626, Bug #26617, Bug #26616, Bug #26615, Bug #26614)
  • One of the male player character’s greetings in the quest “Kid in a Fridge” had unintended background noise before any actual words are spoken in the recording. This has been corrected by splicing out that portion of the audio. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00028620_1.fuz) (Bug #26651)
  • One of Bullet’s hellos in the quest “Kid in the Fridge” had part of the word “off” cut from the recording. This has been corrected by splicing in audio from another recording. (Sound\Voice\Fallout4.esm\NPCMBullet\0019FFB6_1.fuz) (Bug #26655)
  • One of four shared audio recordings for a Brotherhood of Steel soldier hello topic was using the word “doing” instead of “do.” This was inconsistent with the other three recordings. (Sound\Voice\Fallout4.esm\BoSMale02\00147969_1.fuz) (Bug #26658)
  • A topic in one of Preston’s relationship scenes had two out of three audio files that were using the wrong file paths in the BA2. This was preventing the audio from playing out as intended. (Sound\Voice\Fallout4.esm\NPCMPrestonGarvey_000FAEBF_2.fuz, Sound\Voice\Fallout4.esm\NPCMPrestonGarvey_000FAEBF_3.fuz) (Bug #26661)
  • Corrected audio in several shared raider dialogue topics in DN031 where one or more of the shared recordings don’t match each other and the subtitles. (Sound\Voice\Fallout4.esm\RaiderFemale01\001A7327_1.fuz, Sound\Voice\Fallout4.esm\RaiderFemale01\001A7323_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale01\001A7323_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\001A7337_1.fuz, Sound\Voice\Fallout4.esm\RaiderFemale01\001A7334_1.fuz) (Bug #26685, Bug #26684, Bug #26683, Bug #26682)
  • Two of eight shared topics in part of a scene in the quest “REParent” didn’t match the other recordings. (Sound\Voice\Fallout4.esm\FemaleRough\0005DB8E_1.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0005DB8E_1.fuz) (Bug #26719)
  • A shared audio recording in a hello topic in the quest “MinRecruit05” didn’t match the rest. (Sound\Voice\Fallout4.esm\FemaleGhoul\00160443_1.fuz) (Bug #26720)
  • Various shared topics in “MinRecruit07” don’t match the others or the subtitles. (Sound\Voice\Fallout4.esm\FemaleRough\0018668F_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0018668F_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleRough\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668E_2.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668C_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0019EE13_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0019EE0C_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0019EE0C_1.fuz) (Bug #26761, Bug #26760, Bug #26759, Bug #26758, Bug #26757)
  • The audio recordings in two shared dialogue topics in “DialogueCovenantGenericNPCs” didn’t match each other or the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0017FC91_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0017FC91_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0017FC8E_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0017FC8E_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\0017FC8E_1.fuz) (Bug #26764, Bug #26763)
  • Corrected audio in various shared male and female player character dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00065EFA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0018206E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0018206E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00028621_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0005E122_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028614_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028608_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028601_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028617_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028629_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002862C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A740_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00106C87_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000C3F32_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00072C87_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00067FBD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0015FCCD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00194325_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001647AE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000EAE98_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFCC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/00065F07_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0011531E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00112ED4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00054DB8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00079253_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceFemale01\03025056_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00075E7C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00075E82_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale\001437DC_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceFemale01\0302F087_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFEF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFEE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002BFD9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFED_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceMale01\030482B9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001AC228_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000E2E56_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000E2E4F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000F936C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000EAE90.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000EAE90.fuz) (Bug #27019, Bug #26772, Bug #26654, Bug #26650, Bug #26649, Bug #26648, Bug #26647, Bug #26646, Bug #26645, Bug #26644, Bug #26643, Bug #26442, Bug #26607, Bug #26584, Bug #26581, Bug #26559, Bug #26548, Bug #26545, Bug #26544, Bug #26543, Bug #26525, Bug #26519, Bug #26518, Bug #26517, Bug #26494, Bug #26475, Bug #26474, Bug #26461, Bug #26453, Bug #26410, Bug #26405, Bug #26404, Bug #26403, Bug #26402, Bug #26363, Bug #26333, Bug #26332, Bug #26326, Bug #26325)

Item Fixes

  • DLC03_ll_Caltrop75 incorrectly had the construction formula for Caltrop Grenades assigned when it should have been the weapon version. This caused the 2 vendors who should offer this item to have none available. (Bug #26828)
  • “Leather Coat” (Armor_Raider_Suit_02A_GlovesC) and “Traveling Leather Coat” (Armor_Raider_Suit_02B_GlovesC) should have offered up 1 leather in scrap rather than 1 cloth. They both appear to have been initially duplicated from the actual cloth Raider gloves listed above these 2 in the CK. (Bug #26717)
  • One of the two versions of the BoS Uniform (Armor_BoS_Soldier_Underarmor) didn’t yield one piece of cloth like was intended. This was due to it not being included in the appropriate FormList (modScrapRecipe_NullMelee_Cloth). (Bug #26721)

Quest Fixes

  • Several NPC corpses lingered at the Fort Hagen Satellite Array after the completion of Headhunting (DLC01MQ04) because the underlying control quest (DLC01FortHagenSatelliteArrayQuest) was not also stopped at the end stage. (Bug #26693)
  • 3 additional NPCs need to have their shock collars removed if you complete Open Season by killing all the raiders. (Bug #25526) [NR]
  • At the end of Defend the Castle (MinDefendCastle) it was possible for Ronnie Shaw to fail to deliver the proper dialogue if the quest was against the Brotherhood of Steel. (Bug #22422)
  • At the end of Last Voyage of the U.S.S. Constitution (MS11) the quest holding the first wave of scavenger aliases is never shut down, resulting in the corpses lingering forever. (Bug #26819)
  • When speaking to Roger Warwick for the first time, the response where the player says his wife is dead needs to be conditioned for male players because the female response is a completely incorrect line from the other dialogue branch. (Bug #25769)
  • The 3 dogs you can buy from Erikson in Far Harbor were supposed to be cleared from alias in his control quest (DLC03_ADV017) but this could not be done because those aliases were not marked optional. (Bug #26610, Bug #26509) [NR]
  • During Emergent Behavior (COMCurieQuest) the alias for her old form is unable to be cleared when called for by the script due to not being marked optional. (Bug #26551)
  • Also during Emergent Behavior the quest was attempting to remove Curie’s old outfit but the command was trying to remove the outfit and not the armor item. (Bug #26550)
  • And once more during Emergent Behavior the quest is attempting to enable the player’s memory chair directly instead of using the proper enable parent. (Bug #26549)
  • Several workshop radiant attacks (DLC03WorkshopRadiantOwned01, DLC03WorkshopRadiantOwned02, DLC03WorkshopRadiantOwned03, DLC03WorkshopRadiantOwned04, DLC03WorkshopRadiantOwned05Starter) fail to process a check for Preston Garvey properly because they did not fill his alias property. (Bug #26412, Bug #26512)
  • Allie Filmore will continue to use her post-game dialogue at the Institute because it was not checking the conditions that should have been set to make her only say it once. (Bug #26834)
  • DLC03BostonArrivalAndDeparture – This activator is used during The Great Hunt (DLC03FarHarborS03) and is supposed to advance the quest to say the Mariner killed the Red Death if you leave the island. This was not actually able to happen due to the quest property being missing on the object. (Bug #26358)
  • Hull Breach 3 (DLC03FarHarborFF03c) should no longer keep prompting for the count on carapaces after you’ve obtained the 3rd one. (Bug #26826)
  • Corpses for Margaret, Russel, and Mary Sutton can disappear from the game before the player has a chance to encounter them. They were supposed to be part of an unmarked DN132 quest which was never created. We have created a substitute replacement for it that will preserve their corpses until all 3 of the avaialble notes have been read. When they have, the quest holding their aliases will shut down so the corpses can be removed afterward. (Bug #25791) [NR]
  • Anne Hargraves should no longer have topics about the radio station once she’s been made a settlement trader. (Bug #26812)
  • When accessing the Wind Farm on Far Harbor, the quest (DLC03MQ06_WindFarmBuildingQuest) attempts to clear some aliases that don’t need to be because the quest will be shutdown shortly afterward anyway. (Bug #26511)
  • Cleared an invalid property from DLC03MQ06_WindFarmBuildingQuest. (Bug #26510)
  • The Changing Tide (DLC03FarHarborM03) attempts to set 3 quest objectives that don’t exist (700,800,900). (Bug #26487)
  • Invalid properties removed from DLC03FarHarborS01_Misc. (Bug #26486)
  • Invalid propertied removed from DLC03WorkshopRadiantOwned05. (Bug #26373)
  • Where You Belong (DLC03MQ03) attempts to set 2 quest objectives that don’t exist (38,42). (Bug #26362)
  • Cleared invalid property from DLC03AcadiaM01. (Bug #26361)
  • Cleared invalid property from DLC01COMRobotCompanionBleep. (Bug #26335)
  • Cleared invalid properties from RECheckpoint02_SynthAttackers. (Bug #26205)
  • During Vision of the Future (DLC06E03) Canditate One’s alias cannot be cleared as directed because it was not set to be optional. (Bug #26197) [NR]
  • Cleared invalid properties from RR302. (Bug #26184)
  • Cleared invalid property from RECheckpointMinWon05_Init. (Bug #26173)
  • MS13 [0003B2BA]: One of Darcy Pembrook’s dialogue responses was only intended to play if the player character is female, but was missing the proper condition check. (Bug #26337)
  • COMDeacon [0002997E]: One of Deacon’s hellos shouldn’t have been able to play if the Brotherhood of Steel has been destroyed, but was missing the proper condition check. (Bug #26334)
  • COMOldLongfellowIdle [0300F163]: One of Old Longfellow’s idles specifically refers to it being dark outside, but was missing the proper condition check to make sure it was actually nighttime. (Bug #26411)
  • COMOldLongfellowIdle [00011E75]: One of Old Longfellow’s idles shouldn’t have been able to play outside of Far Harbor, but was missing the proper condition check. (Bug #26468)
  • COMDeacon [000F7830]: One of Deacon’s hellos doesn’t make sense if the Institute has been destroyed. (Bug #26501)
  • COMCurie [0010BA80, 0010F1DD]: Two of Curie’s dialogue topics were only intended to play if the player character is female, but were missing the proper condition check. (Bug #26564, Bug #26563)

Papyrus Fixes

  • DN054PaintJobCertificateScript: When using the Atom Cats paint job certificate to obtain the paint job, the item was set to be deleted. Inventory objects cannot be deleted in this manner so the script needed to be changed to remove it from the player’s inventory after using it. (Bug #26833)
  • MinRadiantOwnedBuildResourceScript: Script is missing an event handler for WorkshopEnterMenu, resulting in unnecessary log spam. (Bug #26807)
  • DLC03:DLC03BoatAnimScript: No sanity check for disabled objects before trying to run anims on them. (Bug #26488)
  • DLC03:DLC03_WESafeEnableMarkerScript: Improper use of the GetParentCell() function. (Bug #26420)
  • FireFightStall_MasterScript: Missed an instance where the tracking quest property wasn’t being checked for validity first. (Bug #26392)
  • DLC03:DLC03DialogueV118Script: Array bounds violations when running functions on RefCollection aliases. (Bug #26389)
  • DLC03:TrapBear: No validation to make sure triggering references on the trap were actually Actors. (Bug #26360)
  • ProjectorScript: Array out of bounds access when deleting the projector slides. (Bug #26353)
  • GlowingSeaPOIJS01Script: No sanity check to make sure the second turret and protectron actually exist. (Bug #26298)
  • DLC06:WorkshopAutoRepairScript: No validation to make sure the workshop has been made ready before trying to register it for remote events. (Bug #26017)
  • BoS303LabSandboxTriggerScript: Script needs to validate whether or not Ingram’s alias is actually filled before trying to get her to evaluate packages. (Bug #25850)
  • MinRadiantOwned04Script: Script was missing an event handler for WorkshopEnterMenu. (Bug #26241)
  • DN136_SynthShutdownScript: Script attempts to play an idle on an actor it already turned off AI processing on. (Bug #26189)
  • DN084_GlassElevatorScript: Several attempts to run commands on the myCageDoor property even if it doesn’t exist in the elevator setup. (Bug #26187)
  • CompanionCrimeFactionHostilityScript: Several attempts to process myCrimeFaction even when it’s not valid. (Bug #25840)

Terminal Fixes

  • Slag’s Terminal (DN121_BossTerminal) was missing the property to add the map marker for Dunwich Borers. (Bug #26290)
  • “Clubhouse Terminal” (DN035_ClubhouseTerminal) at Easy City Downs erroneously had “Eager Ernie’s Key” (DN035_EasyCityDownsKey) assigned as the key that unlocks it. The correct key is “Eager Ernie’s Password” (DN035_EasyCityDownsPassword). (Bug #26526)
  • BoS_DN130_GarageTerminal: Missing hacking holotape setting. (Bug #26566)

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email