Fallout New Vegas

About this mod

Adds many new NPCs to Freeside, adjusts their faces and those of nearly all other NPCs in Freeside plus many other tweaks to enhance the atmosphere of this place greatly.

Requirements
Permissions and credits

Other NPC Project MODs:
188 Trading Post [UPDATED: 11/11/11]
Aerotech Office Park
Bitter Springs
Freeside [UPDATED: 01/13/2013] (Contains the latest 'NPC Project.esm')

Don't hesitate to tell me all of your improvement suggestions, I'm very thankful for everything.


I've worked six months on this MOD with some interruptions so I can't remember every little thing I've changed but so far here are the most significant adjustments. If I remember or notice something I haven't mentioned in the list below I'll immediately add it. And excuse my not so perfect English, I'm unfortunately not a native speaker.

GENERAL CHANGES:

- Cosmetical adjustments for over 200 NPCs including new and old ones.

- Many NPCs received new armor or clothing to enhance the variety in a proper way.

- Fixed some bugs that no MOD has ever fixed before. Those fixes reach from many small ones to some great bug fixes.

- Added Map Markers for many locations in Freeside such as Mick & Ralph's, Old Mormon Fort, Ruined Store, Cerulean Robotics in South Freeside and
The King's School of Impersonation, Atomic Wrangler, Silver Rush in North Freeside.

- Created new NPC classes and assigned them appropriately.

- The new classes will be Van Graff Thug, Freeside Resident, Kings Gang Member and Atomic Wrangler Guard.

- Adjusted the stats of every single NPC in Freeside to be more appropriate.

- Recluttered and relighted every single interior in Freeside greatly to enhance the atmosphere. The only exception is the Cerulean Robotics.

- Created a lot of new AI Packages and NPC Markers to make sure that no NPC in Freeside will be just standing around.

- Relocated and adjusted the 'Thug Spawn Markers' in Freeside so that there will always spawn two Thugs instead of one and even giving
a fifty-fifty chance that a third one will spawn. This will make the fight against them a little bit harder.

- Also adjusted the factions of Freeside to make sure that they won't help you during your fights with the Freeside Thugs otherwise
it would be pointless since the Thugs didn't even had a chance to assault you. They used to get killed as fast as they spawned.

- Every water source in Freeside was assigned to their appropriate faction to show the player that it's actually not allowed to drink from there.
I made this change because otherwise the issue with the water pump and the water shortage would be unreasonable. Fair enough: You will be able
to drink from The King's School of Impersonation after you've become a gang member. You'll also be allowed to drink from the water sources
of the Atomic Wrangler after you've completed the 'Debt Collector' quest.

- Navmeshed those parts of Freeside I've changed so NPC won't get stuck in one of the new elements such as car wreckages or utility poles.

- FIXED: A certain generic response of the NCR residents considering the conflict between the Legion and the NCR was assigned to a voice type that
had not the neccessary voice file to say this line. The result was that (if you've turned your subtitles on) the line would appear but every
NCR resident with this certain voice type wouldn't say anything. I fixed that by removing the voice type from this line.


ARMOR AND OUTFITS:

- Added some Boxing Tapes to several Kings Gang Members. One can be also found in a cabinet inside The King's School of Impersonation.

- Added an NCR Combat Helmet to some of the NCR Troopers who will appear in Freeside at a certain point.

- Added a unique Merc Leather Armor to the female Bodyguard standing at the East Gate in Freeside.

- Added rubber gloves to the Followers Doctors Coats.

- Added Leather Gloves to the Merc Grunt Outfits.


QUESTS:

- The 'G.I. Blues' quest was improved by expanding the quest-related scripts. The NCR Troopers will remain in Freeside and continue their work
in the Ruined Store if the player solved the quest peacefully. For this case I have also fixed an issue where one of the NCR Troopers will be still
asking you for the password as if he isn't aware of the actual situation. Now he will just say 'Go ahead'.

- I have also added blood stains near Pacer's shot companions which appear during the fight between Pacer and the NCR at the train station.
Those will be disabled together with the shot Kings Gang Members after you've completed the 'G.I. Blues' quest.

- If you solved the quest 'G.I. Blues' peacefully an NCR flag will appear hoisted on a flagpole near the train station.

- After the completition of the 'King's Gambit' quest there will appear some new NCR Troopers in Freeside to symbolize their new partnership
with The Kings. But if you decide to wipe The Kings out then those NCR Troopers will be hunting for the last Kings Gang Members left. In this
case it will be a symbol of the NCR occupation. Three of them will be located inside The King's School of Impersonation. Three of them will be
standing in front of that builduing and the last three can be found inside the Atomic Wrangler.

- Considering the 'Thug Spawn Markers' in Freeside: If your reputation in Freeside becomes 'Idolized' there will spawn only 1-2 Freeside Thugs
instead of 2-3.

- During the quest 'Birds of a Feather' you will have to guard the entrance door of Silver Rush together with Simon. The first customer who will appear
will be a drunk so I've made him lurching towards the Silver Rush by adding him to the Drunk Faction. Just a small adjustment but still funny to watch.
All the other customers have been cosmetically adjusted and received new clothing.

- BIRDS OF A FEATHER: Totally reworked the warehouse scene by improving and fixing related Scripts, NPCs, AI Packages and other minor things:
* Adjusted the positions of every NPC inside the Abandoned Warehouse, for instance some Prime Legionaries were looking in the wrong direction.
* If you enter the warehouse before the quest has started you will still see all the items related to the quest like the weapon crates or the pack brahmins.
Now they will only appear during the big deal between the Van Graffs and Caesar's Legion and they will disappear when the deal is over.
* Improved the AI Packages of the Prime Legionaries to make sure it works better when they try to flee.
* Applied the 'Legionary' Combat Style and Class instead of the default ones to all the Legionaries inside the Abandoned Warehouse.
* Added 10mm SMGs to all the Legionaries inside the Abandoned Warehouse because their previous weapons would do
practically no damage to anybody what seemed ridiculous.
* After the fight is over the appearing NCR Troopers were running back and forth behind some containers. This was also quite senseless so I made them
regroup after the fight. Plus you are not able to talk to them anymore. They were just answering with the generic greeting line either way.
* One of the Van Graff Thugs was kind of buggy for he always tried to walk all the way back to the Silver Rush after the fight
and not taking his position in the warehouse like the others. That has been fixed.
* In addition the interior was a little bit adjusted considering the lighting and the clutter.
* During the warehouse scene you could simply leave the warehouse and fast-travel to the Silver Rush and take all the weapons for it is
totally unattended. I have fixed this by making it impossible to exit the Abandoned Warehouse during this scene. If you want to make the
doors of the warehouse accessible you have to either complete the quest 'Birds of a Feather' or kill Gloria Van Graff.


FREESIDE SOUTH:

- Added 16 Locals and 23 Squatters to South Freeside. This will make those street not only much more lively but also increase the
credibility of the conflict between the Locals and the Squatters. Perhaps this was the most essential fix to Freeside since it was
just unbelievable how they put 3 Locals and not a single Squatter (except those in the Ruined Store) into the game and afterwards
making the people of Freeside talking about nothing but this conflict. This was so inappropriate that it was just laughable.

- Added a child near Genaro's place.

- Added small cosmetical adjustments to Freeside like sleeping places, utility poles or other elements to posh the place up.

- RESTORED: There were supposed to be three Bodyguards-For-Hire standing at the East gate but they were cut from the game.
I have restored them all and made sure that they will all work fine.

FIXED: The scene where one Thug is luring you into a back alley to attack you was completely reworked. Previously you were
able to reset them if they attack by running out of this back alley. This will also destroy the whole script and appears to be
very immersion-breaking.

- I have made some essential changes to that scene:

* You can't reset or stop those Thugs attacking you by running out of the back alley.
* You can't just run away after you've entered that back alley too far or otherwise the Thugs will attack.
* Added blood stains to the Dead Local and besides that some flies buzzing above him to portray his death better.
* Fixed the AI Packageses of the two thugs spawning behind you in this scene to actually follow you how it was supposed to be.
* You won't be able to talk to those two Thugs anymore because they would just answer with one of those generic greeting lines.
To me this was kind of ridiculous so I made them shake their had when you're trying to speak with them.

- FIXED: One of children who chase the Giant Rat is a girl but after you've killed the rat for them she will say 'Thank you!' with the
voice of a boy. Since there's no fitting voice file for this girl I've decided to use simply the generic child dialogue instead of this line.
In return I have restored the response she will make while she's chasing the rat.


MICK & RALPH's

- Recluttered and relighted the whole cell to enhance the atmosphere.

- I have reworked every single room inside the Mick & Ralph's store to delete the ugly or misplaced clutter and replace it by new one.


RUINED STORE:

- Recluttered and relighted the the whole cell to enhance the atmosphere.

- Removed the six random Squatter Customers and replaced them with six unique ones.

- Added a script that makes four of those new Squatter Customers spawning just sometimes to increase the immersion.

- Every NPC inside the Ruined Store is going to use an own appropriate Idle Marker instead of just standing around.

- The NCR Troopers inside the Ruined Store are going to wear NCR Armors instead of random Merc Outfits and carry Service Rifles.

- The two guards in front of the Ruined Store are going to wear Merc Grunt Outfits and carry a Hunting Rifle.


FREESIDE NORTH:

- Created some Heading Markers for the Securitrons at the North Gate to The Strip to stop them from standing the other way around.

- Added 6 Squatters near the North Gate to The Strip since this place was obviously intended to be inhabited to show the despair of the Squatters.


ATOMIC WRANGLER:

- A very elaborate overhaul of the lighting inside the Atomic Wrangler was accomplished.

- Recluttered the whole interior. I cleared the place of ugly placed clutter and filled it with nicely placed clutter.
This will enhance the atmosphere many times over.

- Added 3 Escorts inside the Atomic Wrangler. They have all voiced dialogue lines which I created by copying voice files from the
Gomorrah Prostitutes. Don't worry, I took only those which aren't indicating that you're in the Gomorrah. You're not able to have
sex with them since you are not able to sleep with other generic prostitutes, either.

- Added 7 Gamblers inside the Atomic Wrangler. They all have the generic voiced dialogue from the NCR Citizens Faction and some extra
voiced dialogue from the gamblers on the Strip. The lines which are indicating that you're on the Strip were not used.

- Replaced the 'Bags' behind the Atomic Wrangler Cashier with 'Money Bags'.
Those bags will contain different kind of money instead of food and other clutter.


SILVER RUSH:

- Significant lighting overhaul was accomplished to the interior of the Silver Rush. Makes the place a lot more creepy and atmospheric.

- Recluttered the whole interior. I cleared the place of ugly placed clutter and filled it with nicely placed clutter.
This will enhance the atmosphere many times over.

- FIXED: Many objects on the first ground of the Silver Rush were not displayed. Finally, I managed to fix that bug by moving the whole
map higher. At last you can see all the clutter laying on the ground after the Bomb Customer destroyed the Silver Rush.

- FIXED: There was a little 'bug' during the scene where Gloria Van Graff is negotiating with Mr. Soren about some weapons.
The last line she will say to Mr. Soren was kind of chopped at the end. She would actually say something like 'You don't want
to disappoint the Van Graffs, Mr. Sor-'. This is because the time that was given to her to say this was a little bit too short.
I've extended this time by one second so she will actually say the whole line.

- After you've completed the first part of the 'Birds of a Feather' quest there will be a new Van Graff Thug guarding the entrance of the Silver Rush.
This was accomplished for the fact that Gloria tells the player that they found a new guard with more experience to do his job but he will never
appear actually. This little fix will get rid of this nuisance.

FOLLOWERS OF THE APOCALYPSE:

- Completely overhauled the Old Mormon Fort since there were just too few NPCs to imply that it's the HQ of the Followers in the Mojave.

- Added 6 generic Followers Doctors and 4 Followers Guards to the Old Mormon Fort. In addition two guards will be standing in front of the entrance.

- FIXED: Roy was often sitting facing the wall of the tent, even though his chair is facing his injured friend, lying on the bed next to him.
This bug was very annoying because no matter what I tried I wasn't able to fix it. Finally, I decided to create a new NPC and apply every script,
dialogue line and everything else to him, so that he becomes a simple clone of the old Roy. The old one was deleted of course. That 'fixed' it.

- Both in the German and the English version Roy's voice doesn't fit with his appearance as an old man. I adjusted this.

- The exterior and the interior of the Old Mormon Fort was recluttered. I removed the misplaced or ugly clutter and added new one instead.

- Cosmetically adjusted most of the other Followers in the Mojave, too. Like Dr. Luria (Followers Safehouse), Ezekiel (188 Trading Post) and
all the doctors and guards inside the Followers Outpost. The whole interior of that outpost was also recluttered and relighted.

- FIXED: The male ghoul inside the Followers Outpost used to speak with a human voice what seemed kind of odd. I fixed this by turning this
ghoul into a female one since there's de facto no voice files for a male ghoulified Followers Guard but only for female ones.

THE KINGS:

- Replaced every randomly spawning Kings Gang Member by a unique one. Those new Kings Gang Members were all cosmetically adjusted.
This will not only avoid clones but also enhance the appearance of every single Kings Gang Member you'll find in Freeside.

- Altogether there will be 20 generic Kings Gang Members in Freeside. Nine of them will be outside The King's School of Impersonation and the
other ones will be inside the building. This will improve the feeling of taking The Kings seriously as a gang. Beforehand they were just too
few to appear credible.

- RESTORED: When you talk to The King for the first time there was supposed to appear a new response if the player has heard the rumor about
The King being able to help him to get on The Strip. Unfortunately there was no possibility to activate the variable which is responsible for
this trigger. I've restored this by adding a result script to the response of Ralph in which he answers that he can only help the player if
he's got the permission from The King to do so.

- The Kings Gang Member who is going to tell The King about Pacer being in a fight with the NCR used to be teleported to The King.
To avoid this I changed the script to make him running out of the entrance hall and no longer just appear out of thin air.



This MOD is compatible with the following MODs:
Mission Mojave - Ultimate Edition
Fallout New Vegas Redesigned 2
A World Of Pain
ELECTRO-CITY
Rusty Highways
Simple Street Lights
WARZONES

Just make sure that you load the NPC Project - Freeside.esp after them!

This MOD is NOT compatible with the following MODs:
Interior Lighting Overhaul (Compatibility Patch available)
Populated Casinos (Compatibility Patch available)
rePOPULATED WASTELAND (Compatibility Patch available)


Copy the content of the .zip archive into your DATA folder (e.g. 'C:\Steam\SteamApps\Common\Fallout New Vegas\Data'). Then simply activate both the esm and the esp file. That's it.

IMPORTANT - IF YOU'RE USING MORE THAN ONE NPC PROJECT MOD: Make sure you've got the latest NPC Project.esm. At the top of the page you'll always see which MOD contains the latest NPC Project.esm.

This is necessary because with every new NPC Project MOD I also have to update the .esm file which serves as a 'container' for NPCs that were added as completely new entries to the GECK. The reason why I have to do this is that the GECK has a system bug where new NPCs will always have pale skin. The only way to solve this problem is to convert the file into an esm and because I don't want to spam your Load Order with a new esm for every MOD I have decided to create this general container for ALL NPC Project MODs. An exampel: The esm from the Freeside MOD will not only contain the NPCs I used in the Freeside MOD but also the NPCs I've used in the other NPC Project MODs e.g. Aerotech Office Park and Bitter Springs but it will NOT use those NPCs. 'Using' those NPCs is the task of the esp files of the respective MOD. I hope I was able to explain this fair enough.


If you haven't already for another MOD or you're witnessing mismatching body and face colors then you've got to do the following:

1. Go to your Fallout: New Vegas directory (e.g. D:\Steam\SteamApps\Common\Fallout New Vegas)
2. Open the Fallout_default.ini file and search for the following line:

bLoadFaceGenHeadEGTFiles=0 and change it to bLoadFaceGenHeadEGTFiles=1

3. Save and exit.
4. Go to your other Fallout: New Vegas directory (e.g. C:\Users\King Rat\Documents\My Games\FalloutNV)
5. Open the Fallout.ini file and search for the following line:

bLoadFaceGenHeadEGTFiles=0 and change it to bLoadFaceGenHeadEGTFiles=1

6. Save and exit.

If you're not comfortable in changing your .ini files create a backup beforehand.


I want to thank midtek for allowing me to use the face adjustments of his MOD A Better Arcade and apply them to Arcade Gannon.

Thanks to moburma80 for giving me new ideas on how to improve this MOD.

Thanks to Sarge198 for allowing me to use the meshes and textures for the light switches, I've added in version 2.0.

Thanks to nodrog3580 for sending me the English .lip files so I was able to make sure that every new dialogue line will be in complete synchronism.

Thanks to the FOOK Team and xporc for providing the meshes I've used to create the Merc Leather Armor the Black Widow Outfit.

Thanks to Quetzlsacatanango and Tortured Tomato for helping me out with a certain script.

And last but not least thanks to GhanimaAtreides for allowing me to use the Black Merc Charmer Outfit Retexture. Unfortuantely I've decided to use another armor mesh for Gloria's outfit but it's the thought that counts and I'll surely find usage for this in another NPC Project MOD.



VERSION 2.01

- I forgot to insert the meshes for the light switches to the archive, so they would appear as red exclamation marks in the game, now they're included.

- Added a possibility to the settings terminal inside the Old Mormon Fort to disable the Van Graff Thug in front of the Silver Rush.
If you're witnessing the Van Graff Thug appearing even if you haven't finished the first part of the 'Birds of a Feather' quest earlier,
then simply deactivate him with the terminal.

VERSION 2.0

- Added a terminal inside the Old Mormon Fort which gives you the possibility to readjust some features of this MOD if you've already completed certain quests before you've installed this MOD. There will be also a possibility to activate a 'Performance Mode' so that some of the NPCs and some burning barrels will be deactivated in order to improve the performance in this area. There's even an option to disable the terminal if you think it's ruining your immersion or something like that.

- Added useable light switches to the King's School of Impersonation, the Silver Rush and to the Atomic Wrangler.

- Huge rework of the lighting effects in the interiors of Freeside.

- Added a cooldown timer on the touting lines of all criers in Freeside.

- Added a respawn timer of 7 days to all Kings Gang Members. If the Kings have been wiped out during the 'Kings' Gambit' quest they won't respawn anymore.

- Added the Merc Leather Armor to the interior of the Old Mormon Fort so the player doesn't have to kill the female Bodyguard to acquire it.

- RESTORED: Tweaked the VMS49 script so that Max says his 'Peng peng peng peng peng!' lines from time to time.

- RESTORED: Enabled the fourth granny gang member.

- RESTORED: Gamblers and Travellers with and without Bodyguards will spawn at the North Gate in Freeside and make their way to The Strip.
There will be also random Squatters trying to approach The Strip and being gunned down by the Securitrons.

- RESTORED: Kings Gang Members will walk from the King's School of Impersonation to the Atomic Wrangler and the other way around.

- RESTORED: Two drunks (a male and a female one) have been added to the area near the Atomic Wrangler.
The female one will only appear when the player approaches the Atomic Wrangler.

- RESTORED: Extended the initial scene when you enter the Silver Rush for the first time.

- RESTORED: The extra scene with a Bodyguard talking to a Gambler about Orris' disappearance if the player solved the first part of the 'G.I. Blues' quest peacefully has been activated.

- RESTORED: After you've finished a certain stage of the 'G.I. Blues' quest, you'll be able to witness the King having a sexy scene with his groupies in his suite.

- RESTORED: Added a possibility to convince Pacer to obey the King's order during the final part of 'Kings' Gambit' quest. To get to this scene you have to choose the diplomatic way of the quest by either talking to Colonel Moore or Colonel Hsu. Additionally the dialogue behavior of The King changes depending on who you've chosen to cooperate with (Moore or Hsu) and you being a member of The Kings or not. To be more precisely, there are four possible dialogues with the King at the end of this quest:

1. You've sided with Colonel and you're not a member of The Kings.
Effect: No matter what dialogue options you choose, there will be always a fight at the end.

2. You've sided with Colonel and you are a member of The Kings:
Effect: You will have the possibility to convince the King to accept the NCR ultimatum if your speech skill is 80 or above.

3. You've sided with Colonel Hsu and you're not a member of The Kings.
Effect: No speech challenge is required to convince the King to accept the NCR offer.

4. You've sided with Colonel Hsu and you're not a member of The Kings.
Effect: No speech challenge is required to convince the King to accept the NCR offer.

- FIXED: Only the player speaking to Max would cause him to equip the Euclid's C-Finder.
Now you can also see him carrying it without having to speak with him.

- FIXED: Caleb McCaffery used to wear an Old Cowboy Hat instead of a Rawhide Cowboy Hat, this has been fixed.

- FIXED: After persuading Caleb McCaffery into giving you his hat, he will response "Piss off, kid. We've got no more business to conduct." if the player tries to speak with him. Previously he would just use the generic Freeside dialogue lines which seemed to be very odd since he's on The Strip. This is also a restoration of this particular dialogue line.

VERSION 1.3 FIXES:

- Fixed tons of minor issues, which are too numerous to remember.

- Reworked all the scripts of the 'Debt Collector' and the 'Wang Dang Atomic Tango' to work perfectly together.
There was a problem which caused some of the prostitutes to behave like the player doesn't have a room even if he's got one.

- Improved the alley ambush scene by adding the two other Freeside Thugs and reworking the involved scripts
so the scene always works reasonable no matter what the player does.

- There are 18 Kings Gang Members inside the King's School of Impersonation which were all disabled. Deleting them in the G.E.C.K. would cause the game to crash when the player enters the building. So I've added a script which deletes them in-game if the player enters the King's School of Impersonation so that they don't waste performance.

- If the player has completed the 'G.I. Blues' quest violently, all the groceries inside the Ruined Store will be disabled for The Kings have seized them.


VERSION 1.3

- Added English .lip files for the English version. Previously I had to use German .lip files but thanks to nodrog3580 who sent me the
English ones I was able to exchange them to make sure that the new lines are in complete synchronism.

- Instead of disabling the 'Thug Spawn Markers' in Freeside after the completition of the quests 'G.I. Blues' and 'Birds of a Feather' or after you've
become a member of The Kings there will now always spawn Freeside Thugs. But if you're 'Idolized' in Freeside there will spawn only 1-2 thugs instead of 2-3.

- Removed the Black Widow Outfit from Gloria since I had the feeling that it kind of didn't fit so much.
Now she will wear a Van Graff Combat Armor like all the other Van Graff members.

- Added a Map Marker for the 'Abandoned Warehouse' where the final part of the Van Graff quest 'Birds of a Feather' takes place.

- Some more face adjustments have been accomplished.
- Some disfigurements have been improved/fixed considering clutter and such minor things.

VERSION 1.2 FIXES:
- Fixed the bug where Jean-Baptiste Cutting wouldn't shoot Rose of Sharon Cassidy after he says his final line to her.
- Fixed Arcade Gannon not following the player when hired but remaining on his old position.
- Fixed Caleb McCaffery not having the right ammunition for his Cowboy Repeater making him totally defenseless.
- Fixed the Freeside Thug in the ally not starting his conversation with the player.
- Fixed the translation issue with the Follower Outpost in the English version.
- Fixed the ownership issue for the Mick & Ralph's cell.

- BIRDS OF A FEATHER: Totally reworked the warehouse scene by improving and fixing related Scripts, NPCs, AI Packages and other minor things:
* Adjusted the positions of every NPC inside the Abandoned Warehouse, for instance some Prime Legionaries were looking in the wrong direction.
* If you enter the warehouse before the quest has started you will still see all the items related to the quest like the weapon crates or the pack brahmins.
Now they will only appear during the big deal between the Van Graffs and Caesar's Legion and they will disappear when the deal is over.
* Improved the AI Packages of the Prime Legionaries to make sure it works better when they try to flee.
* Applied the 'Legionary' Combat Style and Class instead of the default ones to all the Legionaries inside the Abandoned Warehouse.
* Added 10mm SMGs to all the Legionaries inside the Abandoned Warehouse because their previous weapons would do
practically no damage to anybody what seemed ridiculous.
* After the fight is over the appearing NCR Troopers were running back and forth behind some containers. This was also quite senseless so I made them
regroup after the fight. Plus you are not able to talk to them anymore. They were just answering with the generic greeting line either way.
* One of the Van Graff Thugs was kind of buggy for he always tried to walk all the way back to the Silver Rush after the fight
and not taking his position in the warehouse like the others. That has been fixed.
* In addition the interior was a little bit adjusted considering the lighting and the clutter.
* During the warehouse scene you could simply leave the warehouse and fast-travel to the Silver Rush and take all the weapons for it is
totally unattended. I have fixed this by making it impossible to exit the Abandoned Warehouse during this scene. If you want to make the
doors of the warehouse accessible you have to either complete the quest 'Birds of a Feather' or kill Gloria Van Graff.

- RESTORED: You are now able to speak with the Van Graff Thugs inside the Silver Rush.
In addition I have added every available line for them to say. Previously some were cut from the game.

- RESTORED: You will be able to actually do small talk with Pacer. He was meant to have his own dialogue options where you can ask him
about Freeside, The Kings and such but they were cut from the final game. You will gain this possibility after you've completed the first part
of the 'G.I. Blues' quest.

- RESTORED: Reintegrated two Kings Gang Members following Pacer during the first part of the quest 'Birds of a Feather'. They were not implemented before
for some reason but if you provocate Pacer he will say something like 'Go get him, boys' although he's totally alone. So I've fully adjusted those two NPCs to
work with the whole scene.