CrEaTiiOn_420

Fallout 3 Memory Dump By: CrEaTiiOn_420

Aug 29th, 2014
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  1. // This is everything that i could get from fallout 3 at the moment and more too come but here you can make sprx files out of some of the code here because it contains health, ammo, xp, missions, and more so have fun
  2.  
  3. *Note " ; " Stand For Notes | Example --> [ ;This is and example ]
  4. ---------------------------------------------------------------------------------------------------------------------------------------
  5.  
  6. Short IsAnimating
  7. Short HasFlicked
  8. Float Timer
  9.  
  10. Begin OnActivate
  11.  
  12. if ( IsActionRef Player == 1 )
  13. if ( MQ04.Invasion == 1 )
  14. MQ04SoldierRef1.Kill
  15. MQ04SoldierRef2.Kill
  16. MQ04SoldierRef3.Kill
  17. MQ04SoldierRef4.Kill
  18. MQ04SoldierRef5.Kill
  19. MQ04SoldierRef6.Kill
  20. MQ04SoldierRef7.Kill
  21. endif
  22. Player.RemoveItem MQ04RollingPin 1
  23. Player.RemoveItem MQ04Undies 1
  24. Player.RemoveItem MQ04Brochure 1
  25. Player.RemoveItem MQ04SlasherKnife 1
  26. Player.RemoveItem MQ04SlasherMask 1
  27. SetLocationSpecificLoadScreensOnly 0
  28. AutoDisplayObjectives 0
  29. Player.Moveto MQ04PlayerPod
  30.  
  31. ; #46467: When leaving Tranq. Lane, the code will try to set the player
  32. ; arrow at this door, which is bad since it doesn't have any world
  33. ; coords. Manually set the player arrow outside Smith Casey's Garage.
  34. SetLastExtDoorActivated SmithCaseyGarageExtDoor
  35. endif
  36.  
  37. End
  38.  
  39.  
  40.  
  41. Begin OnLoad
  42.  
  43. Playgroup Forward 0
  44. Set timer to 1.25
  45. Set IsAnimating to 1
  46.  
  47. End
  48.  
  49. Begin GameMode
  50.  
  51. If IsAnimating == 1
  52. If IsAnimPlaying Forward == 0
  53. Playgroup Left 0
  54. Set IsAnimating to 0
  55. endif
  56. endif
  57.  
  58. if HasFlicked == 0
  59. if Timer < 0
  60. IMOD TranquilityLaneFlicker01ISFX
  61. set HasFlicked to 1
  62. else
  63. set Timer to Timer - GetSecondsPassed
  64. endif
  65. endIf
  66.  
  67. End
  68. SLSD  Fq8 SCVR IsAnimating SLSD   SCVR HasFlicked SLSD  Jq( SCVR Timer SCRO ÷¸ SCRO ö¸ SCRO î¸ SCRO ð¸ SCRO ñ¸ SCRO ï¸ SCRO ò¸ SCRO  SCRO ŠN SCRO i— SCRO ðp SCRO À– SCRO œ† SCRO ü@ SCRO 66 SCRO M6 SCRO ãS SCPTH r¼ G>  EDID MQ09PlayerContainerScript SCHR  ;   SCDA;   º 
  69.  s 0 ==    r XC  r 1 ==’  r ’  r   s  1  f  2  
  70.  s 1 ==
  71.  f 0 <=  ^  s  1 ~     f f X  -      g     X:  r 20 >=   r s 0 ==
  72. r s  19
  73.  r n
  74.    
  75.     SCTX6ScriptName MQ09PlayerContainerScript
  76.  
  77. short DoOnce
  78. float timer
  79.  
  80. ;placed on object MQ09PlayerContainer
  81. ;checks for activation of container before allowing player to leave the room
  82.  
  83. Begin GameMode
  84.  
  85. ;remove imagespace mods from MQ08 when the player first loads into the cell
  86.  
  87. if ( DoOnce == 0 )
  88. if ( Player.GetInCell RavenRock03 == 1 )
  89. rimod MQ08AllBlackedOutISFX
  90. rimod MQ08FadeToBlackSlowISFX
  91. set DoOnce to 1
  92. set timer to 2
  93. endif
  94. endif
  95.  
  96. if ( DoOnce == 1 )
  97. if ( Timer <= 0 )
  98. ColonelAutumnRef.EVP
  99. set DoOnce to -1
  100. else
  101. set timer to ( timer - GetSecondsPassed )
  102. endif
  103. endif
  104.  
  105.  
  106. End
  107.  
  108. Begin OnActivate
  109.  
  110. if ( GetStage MQ09 >= 20 )
  111. if ( MQ09.ContAct == 0 )
  112. set MQ09.ContAct to 1
  113. SetStage MQ09 30
  114. Activate
  115. else
  116. Activate
  117. endif
  118. endif
  119. EndSLSD   SCVR DoOnce SLSD  Õ SCVR timer SCRO ,µ SCRO  SCRO 9… SCRO pc SCRO oc SCRO N SCPTÖ/ û´ G?  EDID MS01QuestScript SCHR  @ =   SCDA@   2 
  120.  s< 0 ==  s<  1   r s 0 ==  Ì  n   ‹   ì  n   
  121.  s= 0 ==  s=  1   r s 0 ==  Ì  n   ‹   ì  n       s. 1 == s+ 0 == &&  
  122. f/ G < (  $ r XC  r 0 == r X, 1 == &&9
  123.  r nû  s.  1 ~   
  124.  
  125. s+ 1 ==¨
  126.  r r nd  s  s ~ s  s ~ s  s ~ s  s ~  s2  1  s  1
  127. r s  19
  128.  r nÈ 
  129. r s+  2    s2 1 ~ ==7  r 7  r  s2  2 ~      s2 0 < s* 0 > && s*  1 ~  s  1 
  130.  s$ 0 == ]  Y s 1 == s 1 == || s 1 == || s 1 == || s 2 < && s 2 < && s 2 < && s 2 < &&
  131.  s5 0 == s6  XM     s6 10 <= r X. 0 == &&  s5  1  3  r     s6 20 <= r X. 0 == &&  s5  1  3  r     s6 30 <= r X. 0 == &&  s5  1  3  r     s6 40 <= r X. 0 == &&  s5  1  3  r     s6 50 <= r X. 0 == &&  s5  1  3  r     s6 60 <= r X. 0 == &&  s5  1  3  r     s6 70 <= r X. 0 == &&  s5  1 3  r     s6 80 <= r
  132. X. 0 == &&  s5  1
  133. 3  r     
  134.  s 1 ==    Xp  n 1 ==  s  2  
  135. s 1 ==   r X 1 ==  
  136. f G >  s  2    n    * n     n    * n      f f X  +   
  137. s$ 0 == = 9 s 2 == s 2 == || s 3 == || s 2 == || s0 1 == ||9
  138.  r nF    r s 0 <=
  139. r s  1 y  r r   s$  1
  140.  s 2 !=  s  1   
  141.  s$ 1 ==  s$  2 !  !  ^  ^   s;  2    s 0 == s 0 == &&  s;  4
  142. !   !  
  143.  s 1 >=     n      n      n      n      n 
  144.    n      n     n   
  145. s 1 ==  ^   ^   ^   ^  ^   ^   ^ 
  146. ^   ^   ^ 
  147. s
  148.  s
  149. 1 +  s  0  SCTXì scn MS01QuestScript
  150.  
  151. short playerRefused ;1 = player refused to help, set in and used as condition by MS01QuestXXX topics in MS01 Dialog
  152. short playerAgreed ;1 = player agreed to help, set in and used as condition by MS01QuestXXX topics in MS01 Dialog
  153.  
  154. short startMutantConv ;used to "trigger" the conversation between supermutants -- see package MS01MutantConversationA, set by trigger box script
  155. short mutantConvStage ;a variable used by MS01MutantConverstaion conversation topic as condition to control the conversation
  156.  
  157. float teachTimer
  158.  
  159. short Shoot ;1 = stand at marker, 2 = shoot (condition on packages)
  160. short Sneak ;1 = follow player for sneak training, 2 = take up positions at markers
  161. short Robot ;1 = follow player watch player fix robot, 2 = attempt to fix robot
  162. short RobotFixing ; 1 = someone has picked up a robot fixing package, nobody else run it
  163. short Mine ;1 = follow player watch player plant mine, 2 = plant your own mine at x markers
  164. short PlayerDefend ;1 = the player will defend Big Town
  165. short townEVP ;1 = evp everyone in town (used for crowd behavior when "teaching" them survival skills
  166. short townEVPCount ;how many times townEVP has been called (for debugging purposes)
  167.  
  168. short townMob ;1 = everyone wander in the center of town, 2 = "greet" the player, 3 = stop waiting (used to have everyone greet the player when he returns from the Germantown PDQD
  169.  
  170. short trained ;0 = unset, 1 = town was trained in self defense of some kind -- used as condition on the packages of MS01BigTownSuperMutant1 and 2
  171.  
  172. short mutants ;0 = unset, 1 = mutants approaching town, used to get the sentry to warn the town
  173. short taunt ;0 = unset, 1 = super mutants should start verbally taunting - set in MS01SuperMutantTrigger2Script used by MS01SuperMutants scripts
  174. short tauntStage ;incremental variabled used by MS01 conversation topic MS01MutantTaunt
  175. short mutantsLeave ;1 = if the towns people hide the mutants eventually leave and go somewhere else (package condition)
  176.  
  177. short townCheer ; 1 = cheer, -1 = go back to life as normal
  178.  
  179. short talking ;someone is talking during the waiting for player to teach town something scene, cleared in MS01 Greeting
  180. short randomQuestionerDieRoll
  181.  
  182. short townShootMutants ;0 = unset, 1 = towns people should move into position to kill mutants (set in MS01SentryWarnShoot, and MS01MutantTrigger2Script)
  183.  
  184. short mutantsDealtWith ;0 = unset, 1 = killed or evaded -- used as condition on CrowdSay and packages to get the town to congratulate the player
  185. short mutantCount ; set when mutants are enabled -- how many mutants are attacking? when reduced to 0, mutantsDealthWith set to 1
  186.  
  187. short killTown ;0 = unset, 1 = town should be killed offscreen (because the player didn't help them), -1 town has been killed
  188. float killTownDay ;the day when the town should be killed offscreen
  189.  
  190. short townHasGuns ;a doOnce
  191.  
  192. ; manual robot kill do once vars
  193. short killRobot1
  194. short killRobot2
  195.  
  196. Begin GameMode
  197. ; kill robots if they haven't already been repaired
  198. if killRobot1 == 0
  199. set killRobot1 to 1
  200. if MS01Protectron1Ref.resurrected == 0
  201. MS01Protectron1Ref.setDestroyed 1
  202. MS01Protectron1Ref.kill
  203. MS01Protectron1Ref.setGhost 1
  204. endif
  205. endif
  206.  
  207. if killRobot2 == 0
  208. set killRobot2 to 1
  209. if MS01Protectron2Ref.resurrected == 0
  210. MS01Protectron2Ref.setDestroyed 1
  211. MS01Protectron2Ref.kill
  212. MS01Protectron2Ref.setGhost 1
  213. endif
  214. endif
  215.  
  216. ; kill Bigtown if player abandons it after rescuing Red & Sticky
  217. if killTown == 1 && mutantsDealtWith == 0
  218. if killTownDay < GameDaysPassed
  219. if player.getInCell BigTown == 0 && player.IsInInterior == 1
  220. setStage MS01 251
  221. set killTown to -1
  222. endif
  223. endif
  224. endif
  225.  
  226.  
  227. if mutantsDealtWith == 1 ;set below and in MS01BigTownSuperMutantScript
  228. setFactionReaction BigTownFaction playerFaction 100
  229.  
  230. ;turn off the various "scene variables" so people go back to their normal packages
  231. set shoot to -shoot
  232. set sneak to -sneak
  233. set robot to -robot
  234. set mine to -mine
  235.  
  236. set townCheer to 1
  237. set townEVP to 1
  238. set MS01Crowd.crowdSay to 1
  239.  
  240. setStage MS01 200
  241.  
  242. set MS01.mutantsDealtWith to 2
  243.  
  244.  
  245.  
  246. endif
  247.  
  248.  
  249.  
  250. if townCheer == -1 ;SET IN MS01CrowdQuestScript
  251. ;if the cheering mob talking scene is done
  252. StopQuest MS01
  253. StopQuest MS01Crowd
  254. set townCheer to -2
  255. endif
  256. endif
  257.  
  258. if townCheer < 0 && townMob > 0
  259. ;get them off their mobGreet packages
  260. set townMob to -1
  261. set townEvp to 1
  262.  
  263. endif
  264.  
  265. ;make the town say stuff while waiting for the player to teach them
  266. if trained == 0
  267. if (sneak == 1 || shoot == 1 || robot == 1 || mine == 1) && sneak < 2 && shoot < 2 && robot < 2 && mine < 2
  268. if talking == 0
  269. set randomQuestionerDieRoll to getRandomPercent
  270.  
  271. if randomQuestionerDieRoll <= 10 && BitterCupRef.getDead == 0
  272. set talking to 1
  273. BitterCupRef.say GREETING
  274. elseif randomQuestionerDieRoll <= 20 && FlashRef.getDead == 0
  275. set talking to 1
  276. FlashRef.say GREETING
  277. elseif randomQuestionerDieRoll <= 30 && KimbaRef.getDead == 0
  278. set talking to 1
  279. KimbaRef.say GREETING
  280. elseif randomQuestionerDieRoll <= 40 && PappyRef.getDead == 0
  281. set talking to 1
  282. PappyRef.say GREETING
  283. elseif randomQuestionerDieRoll <= 50 && RedRef.getDead == 0
  284. set talking to 1
  285. RedRef.say GREETING
  286. elseif randomQuestionerDieRoll <= 60 && ShortyRef.getDead == 0
  287. set talking to 1
  288. ShortyRef.say GREETING
  289. elseif randomQuestionerDieRoll <= 70 && StickyRef.getDead == 0
  290. set talking to 1
  291. StickyRef.say GREETING
  292. elseif randomQuestionerDieRoll <= 80 && TimeBombRef.getDead == 0
  293. set talking to 1
  294. TimeBombRef.say GREETING
  295. endif
  296.  
  297. endif
  298.  
  299. endif
  300. endif
  301.  
  302.  
  303. ;check for player laying mines
  304. if mine == 1
  305. if IsPlayerActionActive 4 == 1
  306. ; finish teaching, trigger mine laying packages
  307. set mine to 2
  308.  
  309. endif
  310.  
  311. endif
  312.  
  313.  
  314. ;set a timer for how long the player is in sneak mode while he is "teaching" Big Town
  315. if sneak == 1
  316. if player.IsSneaking == 1
  317. if teachTimer > MS01TeachTime
  318. set sneak to 2
  319.  
  320. ;make mutants not perceptive, to help the player out if he's trying to be sneaky, but not if he's going to step out into the open
  321. MS01BigTownSuperMutant1Ref.setav Perception 1
  322. MS01BigTownSuperMutant1Ref.setav Sneak 1
  323. MS01BigTownSuperMutant2Ref.setav Perception 1
  324. MS01BigTownSuperMutant2Ref.setav Sneak 1
  325.  
  326. else
  327. set teachTimer to teachTimer + getSecondsPassed
  328. endif
  329.  
  330. endif
  331. endif
  332.  
  333. ;Note: robot is set to 3 in the MS01ProtectronScripts OnActivate block when the player activates one of the robots;
  334.  
  335.  
  336. if (trained == 0)
  337. if (sneak == 2 || shoot == 2 || robot == 3 || mine == 2 || playerDefend == 1)
  338. setstage MS01 70
  339.  
  340. if MS01Crowd.crowdSay <= 0
  341. set MS01Crowd.crowdSay to 1
  342. endif
  343.  
  344. ; make them your allies
  345. setAlly PlayerFaction BigTownFaction
  346. set trained to 1
  347.  
  348. if mine != 2
  349. ; don't do this for mines to prevent hitch when they all get their mines
  350. set townEVP to 1 ;do once, townsfolk EVP
  351. endif
  352. endif
  353. endif
  354.  
  355. ;spawn the super mutants and get them moving into town
  356. if trained == 1
  357. set trained to 2
  358.  
  359. MS01BigTownSuperMutant1Ref.enable
  360. MS01BigTownSuperMutant2Ref.enable
  361.  
  362. MS01BigTownSuperMutant1Ref.EVP
  363. MS01BigTownSuperMutant2Ref.EVP
  364.  
  365. ; how may mutants?
  366. set mutantCount to 2
  367.  
  368. if sneak == 0 && mine == 0
  369. ; enable more if doing one of the combat paths
  370. set mutantCount to 4
  371. MS01BigTownSuperMutant3Ref.enable
  372. MS01BigTownSuperMutant4Ref.enable
  373. endif
  374.  
  375. if shoot >= 1
  376. ; up everyone's confidence from being trained to fight
  377. ShortyRef.setav confidence 3
  378. BittercupRef.setav confidence 3
  379. FlashRef.setav confidence 3
  380. RedRef.setav confidence 3
  381. PappyRef.setav confidence 3
  382. TimebombRef.setav confidence 3
  383. KimbaRef.setav confidence 3
  384. StickyRef.setav confidence 3
  385. endif
  386.  
  387. endif
  388.  
  389.  
  390.  
  391. if townEVP == 1
  392. RedRef.evp
  393. FlashRef.evp
  394. PappyRef.evp
  395. BitterCupRef.evp
  396. StickyRef.evp
  397. ShortyRef.evp
  398. KimbaRef.evp
  399. TimeBombRef.evp
  400. ; don't evp sentry as this can break certain things
  401. ; BigTownSentryRef.evp
  402. MS01Protectron1Ref.evp
  403. MS01Protectron2Ref.evp
  404. set townEVPCount to townEVPCount + 1
  405. set townEVP to 0
  406.  
  407. endif
  408.  
  409.  
  410.  
  411.  
  412.  
  413.  
  414. EndSLSD ,  r s SCVR playerRefused SLSD -  1 SCVR
  415. playerAgreed SLSD 9  s;  SCVR startMutantConv SLSD 8  s 1SCVR mutantConvStage SLSD    SCVR teachTimer SLSD  
  416. SCVR Shoot SLSD    ^ SCVR Sneak SLSD   SCVR Robot SLSD :  ÍÍÍSCVR RobotFixing SLSD  SCVR Mine SLSD 0  SCVR
  417. PlayerDefend SLSD   SCVR townEVP SLSD
  418.  SCVR
  419. townEVPCount SLSD *  SCVR townMob SLSD $  SCVR trained SLSD %  SCVR mutants SLSD (  SCVR taunt SLSD &  SCVR tauntStage SLSD '  SCVR
  420. mutantsLeave SLSD 2  SCVR
  421. townCheer SLSD 5  SCVR talking SLSD 6  SCVR randomQuestionerDieRoll SLSD 1 ÍÍÍÍÍÍÍSCVR townShootMutants SLSD +  SCVR mutantsDealtWith SLSD ;  SCVR mutantCount SLSD .  ge SCVR killTown SLSD / eaveSCVR killTownDay SLSD 3  SCVR townHasGuns SLSD <  SCVR killRobot1 SLSD =  estiSCVR killRobot2 SCRO Á SCRO 4Ù SCRO  SCRO *€ SCRO = SCRO ª SCRO RR SCRO )€ SCRO î• SCRO [€ SCRO •Û SCRO –Û SCRO Ô4 SCRO Ó4 SCRO 9 SCRO  SCRO Ä­ SCRO ”N SCRO « SCRO ¤² SCRO TÙ SCRO È SCRO í‹ SCPT×
  422. ]€ G?  EDID TimebombSCRIPT SCHR
  423. ¿   SCDA¿    2     s 0 == X. 0 == &&ó  n    
  424. C   r s r s 1 +    r s G >=9
  425.  r n´      ¨  .  * Xi  r 1 == s 0 == && X. 0 == &&    r X  % 40 <Y  r     r X  % 40 >=  s  1Y  r    
  426.      r     X;
  427.  r nû 1 ==   X# 0 =="   
  428.  s 0 == s  X    s 0 >
  429.  
  430. s 1 ==
  431.  s 0 ==Y  r   ‹   nÎÿÿÿ  s  1   Y  r 
  432. r s  1     n ó  n —  r
  433.   s  1     s 2 == s 1 == &&Y  r   ‹   nÎÿÿÿ  s  1    SCTXVSCN TimebombSCRIPT
  434.  
  435. short TimebombHealed
  436. short Button
  437. short MenuDepth
  438. short PlayerMayAttempt
  439. short SetPlayerChance
  440. short MenuLevel
  441.  
  442.  
  443. BEGIN OnLoad
  444. if ( TimebombHealed == 0 && GetDead == 0 )
  445. setRestrained 1
  446. endif
  447.  
  448. END
  449.  
  450. begin OnDeath
  451. set DialogueBigTown.DeadCount to DialogueBigTown.DeadCount + 1
  452. if DialogueBigTown.DeadCount >= BigTownMaxDead
  453. ; quest failed, everybody in Big Town is dead
  454. setstage MS01 180
  455. endif
  456. end
  457.  
  458.  
  459. BEGIN OnActivate
  460.  
  461. if ( isActionRef player == 1 ) && ( TimebombHealed == 0 ) && ( GetDead == 0 )
  462. if ( player.GetAv Medicine < 40 )
  463. ShowMessage TimebombLowSkillMsg
  464. elseif ( player.GetAv Medicine >= 40 )
  465. set PlayerMayAttempt to 1
  466. ShowMessage TimebombHelpMsg
  467. endif
  468. else
  469. activate
  470. endif
  471.  
  472. END
  473.  
  474. BEGIN GameMode
  475. ; simulate Big Town being wiped out by mutants
  476. if getStageDone MS01 251 == 1
  477. if GetDisabled == 0
  478. disable
  479. endif
  480. endif
  481.  
  482. if ( TimebombHealed == 0 )
  483. set Button to GetButtonPressed
  484.  
  485. if ( Button > 0 )
  486. if ( Button == 1 )
  487. if ( PlayerMayAttempt == 0 )
  488. ShowMessage TimebombKillMsg
  489. TimebombREF.kill
  490. RewardKarma -50
  491. set TimebombHealed to 1
  492. else
  493. ShowMessage TimebombHealMsg
  494. set DialogueBigtown.PlayerHealedTimebomb to 1
  495. TimebombREF.SetAV Endurance 5
  496. setRestrained 0
  497. addScriptPackage BigTownTimebombGetUp
  498. set TimebombHealed to 1
  499. endif
  500. elseif ( Button == 2 ) && ( PlayerMayAttempt == 1 )
  501. ShowMessage TimebombKillMsg
  502. TimebombREF.kill
  503. RewardKarma -50
  504. set TimebombHealed to 1
  505. endif
  506. endif
  507. endif
  508.  
  509. END
  510. SLSD  " SCVR TimebombHealed SLSD  " SCVR Button SLSD  
  511.  rSCVR
  512. MenuDepth SLSD  emoveItSCVR PlayerMayAttempt SLSD  0
  513. RewaSCVR SetPlayerChance SLSD  est of SCVR
  514. MenuLevel SCRO [€ SCRO o SCRO MÏ SCRO ”N SCRO  SCRO ’ˆ SCRO “ˆ SCRO ”ˆ SCRO •ˆ SCRO ç­ SCPT,> Ê9 G EDID MS06Script SCHR # U
  515. 8   SCDAU
  516.    G
  517. 
  518.  s 1 ==
  519.  s 0 ==    r X  r 1500 >    r X¾  r 0 ==  s  0    
  520.  s 0 ==   r
  521. s 0 == 1  - r X  r 2800 < r X  r 3000 < ||x
  522.  r
  523. r n    x
  524.  r
  525. r n       r X# 0 ==
  526.  s 1 >= #   r X/  r 1 >= s 2 >= ||  "   "   "   "   !     ) 0 % X:  r
  527. 10 >= X:  r
  528. 100 < && #   r X. 1 == r X. 1 == &&9
  529.  r
  530. nÈ     s 8 >= s 90 < &&  s  99¢  r
  531. n n 
  532.  s 0 ==  s  1 ¢  r
  533. n
  534. n  1  - X¥
  535.  r
  536. n- 1 == X¤
  537.  r
  538. n- 0 == &&£  r
  539. n- n   1  - X¥
  540.  r
  541. n2 1 == X¤
  542.  r
  543. n2 0 == &&£  r
  544. n2 n      X;
  545.  r
  546. n
  547. £  r
  548. nP n    £  r
  549. nd n  
  550.  s 2 ==
  551.  s 5 ==  s  3¢  r
  552. nF n £  r
  553. nZ n       X;
  554.  r
  555. n2 0 == #   r X. 1 == r X. 1 == ||9
  556.  r
  557. nÈ      r X. 1 ==£  r
  558. n n      X¥
  559.  r
  560. n- 1 ==    X;
  561.  r
  562. n
  563.     r X. 1 ==£  r
  564. n- n        X¥
  565.  r
  566. n2 1 ==    X;
  567.  r
  568. n
  569.     r X. 1 ==£  r
  570. n2 n     
  571.  s6 0 ==   X~  r U  r   s6  1      r X¡  r     r X  r 128 <    r X  r 500 >  s  0    *  & X¥
  572.  r
  573. n- 1 == r X. 0 == &&    r X/  r 1 >=¢  r
  574. n- n £  r
  575. n2 n     r X/  r 1 >=¢  r
  576. n- n £  r
  577. n2 n     r X/  r 1 >=¢  r
  578. n- n £  r
  579. n2 n     r X/  r 1 >=¢  r
  580. n- n £  r
  581. n2 n     r X/  r 1 >=¢  r
  582. n- n £  r
  583. n2 n     r X/  r 1 >=¢  r
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  586. n- n £  r
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  588. n- n £  r
  589. n2 n     r X/  r 1 >=¢  r
  590. n- n £  r
  591. n2 n      r
  592. s 0 ==   r
  593. s7 0 ==    r X-  r     r X  r! 1536 <=  s7  1  ^     
  594.  s8 0 ==
  595.  s 2 == *  & r X  r" 1000 < r" X. 1 == ||
  596. s8  s8 1 +  *  & r X  r# 1000 < r# X. 1 == ||
  597. s8  s8 1 +  *  & r X  r 1000 < r X. 1 == ||
  598. s8  s8 1 +  *  & r X  r 1200 < r X. 1 == ||
  599. s8  s8 1 +  *  & r X  r 1000 < r X. 1 == ||
  600. s8  s8 1 + 
  601.  s8 5 ==  s8  9     s8  0    SCTXÜ(ScriptName MS06Script
  602.  
  603. Short AbolitionistsWon ; Quest resolved in Abolitionist's favor, used for Three Dog's GNR lines.
  604. Short Artifact ; See list below. Used to set which artifact is being sold
  605. Short ArtifactPrice ; Temp variable to hold the price of artifacts purchased so that I don't need custom infos
  606. Short BonusPay ; Set to 1 if PC persuades him to buy at a higher price
  607. Short BonusXP ; Set to 1 if bonus XP for poster or first Lincoln artifact is delivered
  608. Short BringLeroy ; Set if Leroy needs to be brought into the combat.
  609. Short BoughtOff ; Slavers are bought off to leave the Memorial, Sets faction relationship to neutral
  610. Short DeadCount ; Counter for the number of supermutants killed -- NO LONGER USED
  611. Short DoorBell ; Flag set when Noisemaker has been activated
  612. Short EnteredTemple ; Set when PC first gets inside the Temple of the Union
  613. Short FindHannibal ; Set when player offers to find Hannibal for Leroy
  614. Short GAddressLine ; Which line of the true Gettysburg Address is being read
  615. Short GateUnlocked ; Set if the front gate should not auto-lock anymore.
  616. Short HannibalAsked ; Set when Hannibal has explained the whole thing
  617. Short HamlinDead ; Leroy Walker is told about Hamlin's death
  618. Short HannibalFound ; Set when player finds Hannibal.
  619. Short Journey ; Set to 1 when the journey to the Lincoln Memorial can begin
  620. ; Set to 2 when journey actually starts
  621. ; Set to 3 when journey ends
  622. Short MapFound ; Set if the player finds a map to the Temple of the Union
  623. Short MetSoldiers ; Set when PC talks to Silas
  624. Short MuseumQuest ; Set when Leroy Walker gives PC the Museum quest.
  625. Short PCAttacked ; Set to 1 if PC attacks slavers
  626. ; Set to 2 if PC attacks abolitionists
  627. Short Promise ; Set when player has promised to not reveal the location of the Temple of the Union
  628. Short PromiseBroken ; Set if Player gets out of Temple of the Union without promising to keep their secret
  629. Short PromiseDelayed ; Set if Player delays making promise to Hannibal.
  630. Short Picture ; Set to 1 when the player has agreed to get a picture of the Lincoln Memorial for Caleb
  631. ; Set to 2 when the player has given the picture to Caleb
  632. Short ShrinkPerimeter ; Flag set to shrink Guard package perimeter temporarily to allow player to approach Leroy
  633. Short SilasTalk ; Set if Silas can detect PC and should greet him.
  634. Short SlaversDead ; Counter for number of slavers dead
  635. Short SlaverEscort ; Flag set for player to be escorted to Leroy Walker
  636. Short SlaversWon ; Quest resolved in Slaver's favor, used for Three Dog's GNR lines.
  637. Short Story ; Counter for the line of Hannibal's speech
  638. Short Supermutants ; Set to when the player has killed all the supermutants at the Lincoln Memorial
  639. ; Set in the MS06SupermutantsScript that is on the dead bodies.
  640. ; 1 = Dead Super mutants found
  641. ; 2 = Hannibal has been told about them
  642. Short TempleBetrayed ; Set to 1 when PC reveals Temple of the Union location to the slavers
  643. ; Set to 2 when slavers begin the assault
  644. Short TempleCloseGate ; Flag set when an NPC has a package to close the gate.
  645. Short TempleDeadCount ; Number of Temple members that are dead. When all are dead, quest is over
  646. Short TempleOpenGate ; Flag to have an NPC unlock the gate and let the PC in.
  647. Short TripStarted ; Set when Hannibal's people start their trip
  648. Short WalkerTalked ; Set when player has talked to Leroy Walker, regardless of the outcome
  649. Short WalkerTrust ; Set when player has Leroy's trust, usually by selling him atleast one Lincoln artifact.
  650.  
  651. Short SoldHat ; Set to 1 when it is sold
  652. Short SoldAbe ; Set to 1 when it is sold
  653. Short SoldAssassinPoster ; Set to 1 when it is sold
  654. Short SoldDraftPoster ; Set to 1 when it is sold
  655. Short SoldDiary ; Set to 1 when it is sold
  656. Short SoldPennies ; Set to 1 when it is sold
  657. Short SoldPoster ; Set to 1 when it is sold
  658. Short SoldRecording ; Set to 1 when it is sold
  659. Short SoldRifle ; Set to 1 when it is sold
  660. Short SoldGettysburg ; Set to 1 when it is sold
  661. Short SoldEmancipation ; Set to 1 when it is sold
  662.  
  663.  
  664. ; Items in this quest that can be sold to Hannibal Hamlin, Leroy Walker, or Abraham Washington
  665. ; 1 = MS06LincolnsHat
  666. ; 2 = MS06ActionAbe
  667. ; 3 = MS06AssassinationPoster
  668. ; 4 = MS06DraftPoster
  669. ; 5 = MS06LincolnDiary
  670. ; 6 = MS06Pennies
  671. ; 7 = MS06Poster
  672. ; 8 = MS06Recording
  673. ; 9 = MS06LincolnsRifle
  674. ; 10 = CapPresGettysburgRolled From MS15
  675. ; 11 = CapPresEmancRolled From MS15
  676.  
  677.  
  678. Begin GameMode
  679. If EnteredTemple == 1
  680. If Promise == 0
  681. If Player.GetDistance TempleUnionFireBarrelMarker > 1500
  682. if player.getInZone TempleOftheUnionZone == 0 ; and not in interior cells
  683. Set EnteredTemple to 0
  684. endif
  685. EndIf
  686. EndIf
  687. EndIF
  688.  
  689. ; Player hasn't attacked either side
  690. ; If PC has not earned Walker's trust, trigger possible combat if player gets too near Memorial.
  691. If PCAttacked == 0
  692. If MS06.WalkerTrust == 0
  693. If Player.GetDistance MS06GuardLeftMarker < 2800 || Player.GetDistance MS06GuardRightMarker < 3000
  694. SetEnemy SlaverMemorialFaction PlayerFaction 0
  695. Else
  696. SetEnemy SlaverMemorialFaction PlayerFaction 1
  697. EndIf
  698. EndIf
  699. EndIf
  700.  
  701. If MS06LincolnsHeadTempleRef.GetDisabled == 0
  702. If SuperMutants >= 1
  703. If Player.GetItemCount MS06Poster >= 1 || Picture >= 2
  704. MS06LincolnsHeadTempleRef.Disable ; When the both quest objectives are met,
  705. MS06SayingUnfinishedRef.Disable ; disable Lincoln's head and the saying
  706. MS06CalebWorkMarker.Disable
  707. MS06BrahminRef.Disable
  708. MS06BrahminLoadedRef.Enable
  709. EndIf
  710. EndIf
  711. EndIf
  712.  
  713. If GetStage MS06 >= 10 && GetStage MS06 < 100
  714. If LeroyWalkerRef.GetDead == 1 && HannibalHamlinRef.GetDead == 1
  715. SetStage MS06 200
  716. ElseIf SlaversDead >= 8 && SlaversDead < 90 ; All the slavers are dead
  717. Set SlaversDead to 99 ; trigger for dialogue
  718. SetObjectiveCompleted MS06 15 1
  719.  
  720. ; Added 8/4 -- KMK:
  721. ; set supermutant variable if not already set (assume player found supermutants if he's killed all the slavers)
  722. if Supermutants == 0
  723. set Supermutants to 1
  724. endif
  725. ; complete supermutant objective just in case
  726. setObjectiveCompleted MS06 10 1
  727.  
  728. If GetObjectiveDisplayed MS06 45 == 1 && GetObjectiveCompleted MS06 45 == 0
  729. SetObjectiveDisplayed MS06 45 0
  730. EndIf
  731. If GetObjectiveDisplayed MS06 50 == 1 && GetObjectiveCompleted MS06 50 == 0
  732. SetObjectiveDisplayed MS06 50 0
  733. EndIf
  734. If GetStageDone MS06 10
  735. SetObjectiveDisplayed MS06 80 1
  736. Else
  737. SetObjectiveDisplayed MS06 100 1
  738. EndIf
  739. ElseIf TempleBetrayed == 2
  740. If TempleDeadCount == 5 ; When everyone is dead, turn off the slaver attack
  741. Set TempleBetrayed to 3
  742. SetObjectiveCompleted MS06 70 1
  743. SetObjectiveDisplayed MS06 90 1
  744. EndIf
  745. EndIf
  746.  
  747. If GetStageDone MS06 50 == 0 ; Hannibal or Caleb dies without player getting task from Leroy
  748. If HannibalHamlinRef.GetDead == 1 || CalebSmithRef.GetDead == 1
  749. SetStage MS06 200 ; Fail the quest
  750. EndIf
  751. ElseIf CalebSmithRef.GetDead ==1
  752. SetObjectiveDisplayed MS06 25 0
  753. EndIf
  754.  
  755. If GetObjectiveDisplayed MS06 45 == 1
  756. If GetStageDone MS06 10
  757. If LeroyWalkerRef.GetDead == 1
  758. SetObjectiveDisplayed MS06 45 0
  759. EndIF
  760. EndIF
  761. EndIf
  762. If GetObjectiveDisplayed MS06 50 == 1
  763. If GetStageDone MS06 10
  764. If LeroyWalkerRef.GetDead == 1
  765. SetObjectiveDisplayed MS06 50 0
  766. EndIF
  767. EndIF
  768. EndIf
  769.  
  770. EndIf
  771.  
  772. If MapFound == 0
  773. If GetHasNote MS06Map
  774. ShowMap TempleOfTheUnionMapMarker
  775. Set MapFound to 1
  776. EndIf
  777. EndIf
  778.  
  779. If SimoneCameronRef.GetIsCurrentPackage SimoneCameronGreetPCAgain
  780. If SimoneCameronRef.GetDistance TempleUnionGateMarker < 128
  781. If Player.GetDistance TempleUnionMarker > 500
  782. Set DoorBell to 0 ; If Simone comes down to answer gate and PC is gone, reset
  783. EndIf
  784. EndIf
  785. EndIf
  786.  
  787. If GetObjectiveDisplayed MS06 45 == 1 && LeroyWalkerRef.GetDead == 0
  788. If Player.GetItemCount MS06ActionAbe >= 1
  789. SetObjectiveCompleted MS06 45 1
  790. SetObjectiveDisplayed MS06 50 1
  791. ElseIf Player.GetItemCount MS06AssassinationPoster >= 1
  792. SetObjectiveCompleted MS06 45 1
  793. SetObjectiveDisplayed MS06 50 1
  794. ElseIf Player.GetItemCount MS06DraftPoster >= 1
  795. SetObjectiveCompleted MS06 45 1
  796. SetObjectiveDisplayed MS06 50 1
  797. ElseIf Player.GetItemCount MS06LincolnDiary >= 1
  798. SetObjectiveCompleted MS06 45 1
  799. SetObjectiveDisplayed MS06 50 1
  800. ElseIf Player.GetItemCount MS06Pennies >= 1
  801. SetObjectiveCompleted MS06 45 1
  802. SetObjectiveDisplayed MS06 50 1
  803. ElseIf Player.GetItemCount MS06Poster >= 1
  804. SetObjectiveCompleted MS06 45 1
  805. SetObjectiveDisplayed MS06 50 1
  806. ElseIf Player.GetItemCount MS06Recording >= 1
  807. SetObjectiveCompleted MS06 45 1
  808. SetObjectiveDisplayed MS06 50 1
  809. ElseIf Player.GetItemCount MS06LincolnsRifle >= 1
  810. SetObjectiveCompleted MS06 45 1
  811. SetObjectiveDisplayed MS06 50 1
  812. ElseIf Player.GetItemCount MS06LincolnsHat >= 1
  813. SetObjectiveCompleted MS06 45 1
  814. SetObjectiveDisplayed MS06 50 1
  815. EndIf
  816. EndIf
  817.  
  818.  
  819. ; Check Silas to see if he detects the player. If so, then EVP to pick up the dialogue package
  820. If MS06.WalkerTalked == 0
  821. If MS06.SilasTalk == 0
  822. If MS06Slaver01Ref.GetDetected Player
  823. If Player.GetDistance LincolnMemorialMarker <= 1536
  824. Set SilasTalk to 1
  825. MS06Slaver01Ref.EVP
  826. EndIf
  827. EndIf
  828. EndIf
  829. EndIf
  830.  
  831. If TripStarted == 0
  832. If Journey == 2
  833. If HannibalHamlinRef.GetDistance AlejandraTorresRef < 1000 || AlejandraTorresRef.GetDead == 1
  834. Set TripStarted to TripStarted +1
  835. EndIF
  836. If HannibalHamlinRef.GetDistance BillSewardRef < 1000 || BillSewardRef.GetDead == 1
  837. Set TripStarted to TripStarted +1
  838. EndIF
  839. If HannibalHamlinRef.GetDistance CalebSmithRef < 1000 || CalebSmithRef.GetDead == 1
  840. Set TripStarted to TripStarted +1
  841. EndIF
  842. If HannibalHamlinRef.GetDistance SimoneCameronRef < 1200 || SimoneCameronRef.GetDead == 1
  843. Set TripStarted to TripStarted +1
  844. EndIF
  845. If HannibalHamlinRef.GetDistance MS06BrahminLoadedRef < 1000 || MS06BrahminLoadedRef.GetDead == 1
  846. Set TripStarted to TripStarted +1
  847. EndIF
  848. If TripStarted == 5
  849. Set TripStarted to 9
  850. Else
  851. Set TripStarted to 0
  852. EndIf
  853. EndIf
  854. EndIf
  855. EndSLSD !    SCVR AbolitionistsWon SLSD  1  ^SCVR Artifact SLSD   == * SCVR ArtifactPrice SLSD %  X SCVR BonusPay SLSD 3   *  SCVR BonusXP SLSD $  & rSCVR BringLeroy SLSD 2 1 + SCVR
  856. BoughtOff SLSD   s8  SCVR
  857. DeadCount SLSD  îf8Î SCVR DoorBell SLSD   ÿÿÿÿSCVR EnteredTemple SLSD   SCVR
  858. FindHannibal SLSD   SCVR
  859. GAddressLine SLSD #  SCVR
  860. GateUnlocked SLSD   SCVR HannibalAsked SLSD   SCVR HamlinDead SLSD  ÚšÔ SCVR HannibalFound SLSD   SCVR Journey SLSD 6  ÿÿÿÿSCVR MapFound SLSD 1  SCVR MetSoldiers SLSD /  kingSCVR MuseumQuest SLSD ïfÈÍ SCVR PCAttacked SLSD    SCVR Promise SLSD 0  SCVR PromiseBroken SLSD "  SCVR PromiseDelayed SLSD   SCVR Picture SLSD   SCVR ShrinkPerimeter SLSD 7  kyReSCVR
  861. SilasTalk SLSD   SCVR SlaversDead SLSD  ïfhÍ SCVR
  862. SlaverEscort SLSD  SCVR SlaversWon SLSD   SCVR Story SLSD   ÿÿÿÿSCVR
  863. Supermutants SLSD  SCVR TempleBetrayed SLSD   SCVR TempleCloseGate SLSD   SCVR TempleDeadCount SLSD  
  864. SSCVR TempleOpenGate SLSD 8   SCVR TripStarted SLSD   SCVR
  865. WalkerTalked SLSD   SCVR WalkerTrust SLSD &   SCVR SoldHat SLSD .  SCVR SoldAbe SLSD '  ÿÿÿÿSCVR SoldAssassinPoster SLSD (  SCVR SoldDraftPoster SLSD )  10
  866. SCVR
  867. SoldDiary SLSD *  SCVR SoldPennies SLSD +  SCVR SoldPoster SLSD , ðf¨Ì SCVR SoldRecording SLSD -  SCVR
  868. SoldRifle SLSD 4 etObjecSCVR SoldGettysburg SLSD 5   SCVR SoldEmancipation SCRO ’ SCRO ç SCRO ¼¾
  869. SCRO öŽ SCRO ÿµ SCRO » SCRO  SCRO ^ SCRO }« SCRO ™N SCRO àí SCRO áí SCRO ¦ SCRO ¤² SCRO éŽ SCRO º SCRO Ý9 SCRO àx SCRO pæ
  870. SCRO  1 SCRO Û9 SCRO Ó\ SCRO ^ SCRO àŽ SCRO XR SCRO VR SCRO ZR SCRO TR SCRO RR SCRO æŽ SCRO zÀ SCRO [D SCRO ⎠SCRO Ú9 SCRO Ü9 SCPTk á¾ G?  EDID fortBJabscosGutsy SCHR  g  SCDAg     &    X. 0 ==ñ  n     )     r X# 1 !=ñ  n   SCTX¼ scn fortBJabscosGutsy
  871.  
  872. BEGIN onLoad
  873.  
  874. IF getDead == 0
  875. setUnconscious 1
  876.  
  877. ENDIF
  878.  
  879. END
  880.  
  881. BEGIN gameMode
  882.  
  883. IF fortBGutsyTurnOn.getDisabled != 1
  884. setUnconscious 0
  885. ENDIF
  886.  
  887. ENDSCRO ξ GRUPX MISC
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  987. t8z8qóßhJÒs_hOÒer
  988. t8z8qACBS @ d  d # KSNAM –Ý IFZINAM [É VTCK ÚŸ TPLT Ï SCRI Á CNTO r  CNTO w“  CNTO Ÿ‹  CNTO ž‹  CNTO y  AIDT 22  PKID 9Ù PKID ä PKID 5Ù KFFZ'1hpaim.kf 1hpaimdown.kf 1hpaimup.kf 1hpattackright.kf 1hpattackrightdown.kf 1hpattackrightup.kf 1hpequip.kf 1hpidle.kf 1hpreloada.kf 1hpunequip.kf 2hlaim.kf 2hlaimdown.kf 2hlaimup.kf 2hlattackright.kf 2hlattackrightdown.kf 2hlattackrightup.kf 2hlequip.kf 2hlidle.kf 2hlreloada.kf 2hlunequip.kf DATA 222K  RNAM `ZNAM § PNAM , TNAM HBBNAM €?WNAM  ANAM4  NAM5  CSCR Ëü LNAM ñ£ CREA“ §½ GO  EDID fortBMisterGutsySteel OBND æÿæÿ   „ FULL
  989. Mister Gutsy MODL# Creatures\MisterGutsy\Skeleton.nif SPLO   SPLO óÔ EAMT ÿ NIFZ± BrainGutsy.NIF FXMrHandyJetAddOn.NIF GutsyflameTank(army).NIF GutsyflameThrower(army).NIF Gutsyfrontclaw.NIF GutsyPlasmaGun(army).NIF GutsyPlasmaPack(army).NIF MisterGutsy.NIF NIFT< ùó m4úhys m9úhystÄi¬îß
  990. mze3n_
  991. me3ystÄi¬óß
  992. mze3s_
  993. me3ystÄi¬åôfEÒ˜etfJÒ˜stt³áÉmîßf]™·n_fb™·stt³áÉmòå
  994. fÀy{tre
  995. 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 m4úhys m9úhystÄi¬îß
  996. mze3n_
  997. me3ystÄi¬óß
  998. mze3s_
  999. me3ystÄi¬çß mKþ+g_ m#Kþ+ydtS'Ó¬åôfEÒ˜etfJÒ˜stt³áÉmîßf]™·n_fb™·stt³áÉmóßf]™·s_fb™·stt³áÉmåß
  1000. s«:e_
  1001. 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 m4úhys m9úhystÄi¬îß
  1002. mze3n_
  1003. me3ystÄi¬óß
  1004. mze3s_
  1005. me3ystÄi¬çß mKþ+g_ m#Kþ+ydtS'Ó¬ðá hûô7pa h õ7er
  1006. t8z8qîßhJÒn_hOÒer
  1007. t8z8qóßhJÒs_hOÒer
  1008. t8z8qACBS ` 2 d # [SNAM ;D IFZINAM _É VTCK ÝŸ TPLT ½ SCRI á¾ CNTO O•  CNTO r  CNTO P•  CNTO B–  CNTO w“
  1009. CNTO r“ AIDT 22  ÿ   KFFZÊ 1hpaim.kf 1hpaimdown.kf 1hpaimup.kf 1hpattackright.kf 1hpequip.kf 1hpholster.kf 1hpunequip.kf 2hlaim.kf 2hlattackspin.kf 2hlattackspindown.kf 2hlattackspinup.kf 2hlequip.kf 2hlholster.kf 2hlunequip.kf DATA F22^  RNAM `ZNAM w£ PNAM l TNAM BBNAM €?WNAM ANAM4  NAM5  CSCR 6Ð CNAM ?ý LNAM ñ£ CREA}  Á G EDID MS01RobotDefender1 OBND ÍÿÊÿÿÿ3 a ‡ FULL Sentry Bot MODL! Creatures\SentryBot\Skeleton.nif SPLO óÔ SPLO   EAMT ÿ NIFZ6 sentrybotgatlingcannon.nif sentrybotmissileaddon.nif NIFTV
  1010. ôï s5v¡Êto s:v¡ÊtotK´ÖÜîß súYdn_ sÿYdtotK´ÖÜóß súYds_ sÿYdtotK´ÖÜçß súYdg_ sÿYdtotK´ÖÜîéb4ÆMŽnib9ÆMŽtotK´ÖÜîßbù˜vn_bþ˜vtotK´ÖÜóßbù˜vs_bþ˜vtotK´ÖÜðá hûô7pa h õ7er
  1011. t8z8qîßhJÒn_hOÒer
  1012. t8z8qóßhJÒs_hOÒer
  1013. t8z8qòåm± 2 rem¶ 2 ret›ã{îßmþ³ìn_m³ìret›ã{óßmþ³ìs_m³ìret›ã{çßmþ³ìg_m³ìret›ã{ACBS @ 2 d # KSNAM –Ý IFZINAM ]É VTCK ÛŸ TPLT Êù SCRI Á CNTO Ž~  CNTO Dµ ( CNTO O¡  CNTO ƒ“  CNTO =µ ( CNTO ~  CNTO y  AIDT 22  PKID 9Ù PKID ä PKID 5Ù DATA P22ô  RNAM `ZNAM …£ PNAM a TNAM –BBNAM €?WNAM pANAM4  NAM5  CSCR QÌ LNAM ñ£ GRUP‚ NAVI
  1014. H NAVIR ’K D   NVER NVMI B Ÿm ‘ƃE5GqÅÖ›šÄ NVCI B  ïs Ì 7Ý GRUPâ CELL
  1015. H ð[ÊGRUP¶ 
  1016. H ð[ÊGRUPž  
  1017. H ð[ÊCELLô >6 G5  EDID FortBannister01 FULL Commanding Officer's Quarters DATA XCLL( (((  –C €;E €? €;E €?LTMP ‡z LNAM Ÿ XCLW ÏXNAM/ Data\Textures\Water\WaterFlowRippleNoise01.dds XCIM Ú XCWT
  1018. ¸ XCMO ç XCAS |
  1019. XEZN Ê  GRUPz >6 
  1020. H ÁvGRUPb >6
  1021. H ð5CACRE2 ³½ GO  NAME §½ XLKR о DATA dð'ÄÖ¥qÅ `D GRUPž  
  1022. H ð[ÊGRUP†  
  1023. H ð[ÊCELL² 4… G(  EDID Vault112Garage FULL Smith Casey's Garage DATA XCLL( <<< €? €?LTMP 2S LNAM Ÿ XCLW ÏXNAM XEZN ›Z XCIM žù XCMO  XCAS ¯ GRUP¤ 4… 
  1024. H <?GRUPŒ 4… 
  1025. H ¬®áREFR\  q6 G 
  1026. NAME Îc XTEL M6 3²ÇÑ?ÜÆNU|F €Š1Ç? XNDP 4 µ !DATA 0 <DO êC àE €åË@GRUP±Þ 
  1027. H ð[ÊGRUP™Þ 
  1028. H ð[ÊCELL± Ÿm GD  EDID MarigoldStation01 FULL Marigold Station DATA XCLL( # f{Š B `F €? ðF €?LTMP 1S LNAM XCLW ÏXNAM XCIM œ. XEZN Z XCMO  XCAS ½Ï GRUP¸Ý Ÿm 
  1029. H ìÁáGRUPš Ÿm 
  1030. H t REFR‚  7Ý G 
  1031. EDID MariposaStation01toDCWorld17REF NAME ” XTEL ¸ ÝÛ~F
  1032. @HÇ ÀCF €•!@ XNDP B hjDATA .F ÎÄ ²Ä €ÞI@REFR\  Ì G   NAME dR XTEL ÷ ìEKÄ‘ÉÅßl›C €ÎÉ¿ XNDP B  DATA €F :Æ Å € „5REFR\  ïs G   NAME ù XTEL st üÿÁF 'Ç `>F € 6 XNDP B å DATA @Ä‚GE Ä € 6GRUPÜ Ÿm
  1033. H ƒ NAVMÖÛ B G  NVER DATA Ÿm Q ƒ   NVVXÌKìZODç‰jDyðÄ¡0CD¡_^DÒÄ@Ò<DCXDžÄ©XDÎÎ<DtçÄ_½dD‡IDÛ„ÄË.ûÃÞØ+ŏæ?Äޝ±ÃÞØ+ÅÂõ?Äޝ±ÃJ!ÅÂõ?Äm$úÃJ!ŏæ?ÄW°DÓŪÞěô§DK³ÇCò#ÄFœpÆüå¿Ä]™FËwÆ ÀÄ(ÅF,gÆOâ¿ÄJFàêÆeà¿ÄhFY¾Æýå¿ÄÖ¹Fü$Æùÿ¿Ä‹@FèÆ ÀĘÁFhÆh½ÓÄ-ÍFb¦Æ·ÖãÄ^:F"ÆèÄÔ&F8
  1034. ÆJôÄľ”FXÚÆÞÏÄ^[F¸'$ÆLâÄ.ýF ÆQƒÞÄLoF¾Æ&wÉÄmóFÞÅ
  1035. ÆLÊÄ×uFç ÆÄiÏÄ´üFÏâÆMÊÄþüF«Æ*oÏÄ?fFàÆærÞÄHýFY ƃq×Ä÷xFËÆx6×ÄäýF¡à#ÆLâÄŠOF
  1036. ÆZ ÉÄs,F0VÆ,^ÎÄF[ Æ5ÊÄí¢4EdåXÅäÍ”Äo+)E|ôRÅ
  1037. ŸÄEã0EsvFÅï Ä·&E|·:Å ÄžˆEûÏÅ€-šÄ0pE‹
  1038. ÅhšÄº
  1039. bEJßÅKé™Ä–cYE(yÅÏ$šÄdªZEjùĽšÄÄcE]zÅAšÄ†Å·EâÿÄLšÄ”ÏF¬/ ŸĔü
  1040. Fî±(ŸÄ'Fß0ŸĊ2FÖJ7ŸÄ3ªFâ HÅÞ·Ä"ØFÕ
  1041. FÅÞ·Ä-ÓFê8Å=²Ä©½
  1042. Fðµ)Åœ²Ä:F"ÍGņ²Ä€F2XŁ{´Ä9·F‘\Å5z²ÄoÅF%Ê[żk±Ä^ÐF,a^Åòg¯Ä³«FÄIWÅÞ·ÄÁ½FÒ(_Å̰Äo 
  1043. F%|ÅÛ¶ÄݸF ~Å.¸ÄðFpAÿÄ4²ÄDÖF¹ż²Ä›FÉHÿÄL²ÄàFªÙÅ”
  1044. ¸Äh/F&¨ ÅèÅ´Ä馸E9 Å~}·Ä0ïEß©áÄ‹·ÄÝxïE±'þÄÔ·ÄQ$ÞE9ÍýÄO«Ä°ÞEܯáÄ-1«Ä\
  1045. ØEPÒÕÄÄuŸÄyþ×E‘VàÄ|fŸÄ¯ÐE§-ÕÄ@šÄ&ëÑE …àÄf  Ä*NÑEé“ýÄš€ŸÄUmÎE‰ìàÄæ$šÄößE|ùÅr0§Ä]ñïEi5ÿÄ|²Ä€iãEçràÄÊNªÄÊã.FŒPÈÄ ´Äj-FÛñ´ÄœÛ´Ä[Ø)FUÿ´ÄØç´ÄUå FÁxÈÄ ´ÄL"FµÄÄ ´Äw¼"F3﵀ ©µÄÛë&F²­ÇÄ ´Ä€ %F(bÇÄ ´Äüî&F}ØÒÄL²Ä1%FR¾ÒÄL²Ä*Fr|ÅL²Ä¤KF:ë‹ÅfÆÄ À³EÏŸÅ‘úŸÄ—éF-hÅJwµÄ|ìFŒMªÅç¼Ä¿½F&å¸Å¸´Ä>F
  1046. PÆÅ<ªÄ¾9·EŸ©Å  Ä¾9·ExªÅ  ÄÞDFíbÅv«¼ÄHFÿ“™Å[ëÉÄ‚¯F8VdÅÕ]«Äé$FÐûgÅÿÒ±ÄÐ:¿EDzŠ Äéš¿Em±žÅÓ¢Ä9fÀE2±žÅ4¢ÄH‹F sµÅ2G¾Äù-ÒEAƞŠ Ä’¤ÄEEiÆ ÀÄBéÕDßU3Å+(˜Ä×KÅE€OÛÅ_hÁĨìDÚ $ÅGa”ÄY0DÚ $ÅHa”Ä}–AD “0Åâ_”ħÈËE¥ÜÅ ÀÄÄéÑEƒ² Æ ÀÄôÿÏCdlÅâ_”ÄhÃEýîÅ ÂÄ ÊE]«Æ ÀÄ&þ¸E…OÕÄbI¢Ä©bÆE>»ÿÄk˜Ä5òÏE ŒÿÄKšÄÛàE˜ÿÄE§ÄõZ±EWE–Å  Äx) FÜÔÅÿıÄmQ FÈ^áĸÄv­ÎE Æ ÀÄ ÎE»VÆ ÀÄåÚvEcÅ£šÄ`‹¹EúòÅü ÀĪºEúòÅü ÀÄæ>ÒE_ã Æ ÀćXOE5èbÅx¯—Ä+^dEíDRÅnºœÄ$`EÜ^Å©šÄ"EÕ3JÅMšÄz„eE5yYÅ茜Ä6Ë‘E!ÄeÅ+™Äø-–E»nfÅ6šÄ¬£EjeÅI;›ÄÁr¨E¦
  1047. hÅ\骀 C¬EçcÅÍ™Äw½«E†*hÅÚÌ™Ä.6°E3¿dÅ8g¡Ä)æ°EÄ hÅäj£Ä°EóânÅ£š Ä¦¬EóânÅ›wŸÄ€´EtT`ŝ\—Ä{4µEîÿgÅ;Ó™ÄUõ¸E"D`ÅìSŸÄÐÁE\2hÅÐÓ™Ä# ¿E’P`ÅÁšÄ–§E`aJŝ\—Äxü´E)`PÅLšÄ ˪E3dIŝ\—Ä^ò´E¦sIŝ\—Ä@‘ªE<t9ÅÛ¶™Ä °µE À+Å©™Ä àµE $Őå™Ä’¤ÄE Æ ÀÄÄ|¿EƒÜÅù6ÂÄŒjÑEºJ Æ ÀĶÄF¢HÆhÒÄ ªE¦p-Å-·™Ä ªE ÀÅÖ·™Ä ðµE Å֚ĒÅE^`õÅ ÂĹþÒEvôÅ ÁÄS¹EŠRíÅ ÀÄŠR¹E ôÅ ÀÄS¹Eu­òÅ ÀÄ‘“F Åö²ÄNÄEÖ+ÕÄMšÄGhFoþÄ-]±Ä„ãEË&ÕÄ­ªÄv-çEEi
  1048. Æ ÀÄv-çE Æ ÀÄ æE
  1049. Æ ÀÄu-¯Ev-óÅÿÿ¿Äw­ÎE»VÆ ÀÄŒ9ÔE/à Æ ÀÄ ×ðEÕžàÄ»²Äu-¯EŠÒìÅÿÿ¿Äx’­EÈìÅÿÿÁĉҨE ôÅÿÿ¿ÄJFDORÅ„Ù¡Ä ØE
  1050. Æ ÀÄÈ’F{z ÅÚ'²ÄAFû—Å,]±Ä‹j©EŒjíÅÿÿ¿ÄÀFYùÄ5ͶÄö¡EchþÄØý•ÄÅ›žEFûÅ •ÄE ðÅ}ÂÄÅ»
  1051. FÖöŸÄÜ*µE}ÅAšÄ¥WªEIÅÖŸ™ÄšRŽE„ÅÛÕŸÄ0T¹E‚\Æ ÀÄþ(ÎEö}êŽ
  1052. ÂÄÈ^ÍE:\ìŽ
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  1054. Âı›†E› Å/šÄ8èE4ÅùcÄ ÎEEiÆ ÀÄi$¯E`žüÅØü¿Ä³E-ÁIÅÞŸÄ–rEÂvHÅFÄ™Ä`~E¾;ÅåÀ•ĸ+ÖDÀ>Å"ΔÄv-×EEiÆ ÀÄ#]‘EmŠÅYšÄiKÈE¿ûëÅ ÂÄL±Cú$ÅBa”Äaf÷C(ò'Åab”ÄL±CW*ża”Ħ* E#yEŦñ—ÄÓéE#ÅK§œÄ¸E­r:ÅCÄ —¹E2]ìÅ
  1055. ÀĈâ¹EfléÅ
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  1058. ÀÄ:†E<Û;ŦՙľYE(¯Å Ä[EI¢Bņ&ŸÄü E+@Å€šÄGHFЦÆ3ŸÒÄ @ÅE @éÅ ÂÄ @ÅE ÀæÅ ÂÄu­ÖE ìÅ ÀÄ ÀÊE ÀæÅ ÂÄ @ÍE @éÅ ÂÄ @ÍE ÀæÅ ÂÄÞÿFqÆJÖÑÄ ÊEEiÆ ÀÄþ¿E55çÅÉÁÄøMÀE{7ëÅ—ùÁĤƒ Äž“0Åâ_”ÄøÀÃZŽÅ `”Ä·&Ã&ô+ÅHa”Ĉé È0Åâ_”Ä"ÃÔEN!áÅ ÀÄþÇÔEÏLÝÅ ÀÄv­ÖEN!áÅ ÀÄv­ÎE‹RÝÅ ÀÄS¹EŠRÝÅ ÀÄS¹Eu­âÅ ÀĤÔFËQáÄä²Ä8\ÿE$ÇãÄ݁¶Äù­²EŠÒÜÅ ÀÄù­²Ev-ãÅ ÀÄù­²EŠRÝÅ ÀÄù­²Ev­âÅ ÀÄ ªE äÅ ÀÄv-¯EŠÒÜÅ ÀĪùE` Ål¨±Ä¡šþE i Ű¢±Äâ9¯EùoÞÅ ÂÄv-¯Ev-ãÅ ÀÄbèîE‚Åô*±ÄvyÍEl1ÞÅ€ÀÄ àE|F Æ ÂÄ ˜D “0Åâ_”Ä“u—D2 Åâ_”Äk½DÂ)Åÿa”Äz_çD-®*Åc¥”Ä
  1059. ÓEÿÕ-ÅAšÄV)0ÄÌdÅP³’ÄR’9Ä “0Åâ_”ÄþÇÌEÏLÕÅ ÀÄlÐEV Æ ÀÄN!½EÞ<×Å ÀÄÏL¹E8×Å ÀÄN!½EŠRÕÅ ÀÄv-¯E ØÅ ¿ÄŠÒ¨E ×Å€¼Äv-¯E ÎÅ €¡ÄŠÒ¨E ÎÅ €¡Ä ªEøŒÌÅ  Ä ®EøŒÌÅ  ÄƒëMDÃŬý?Ä#9^D/·Åø_”ĦCDÈå(Å3b”Ä"»/D _(Å\b”Ä&úFe÷ŽÅ¨ÉÄ«F xÅ.½ÄëUFJ¶ŸÅhÀÊÄí–FûŒÅ0ÆÄ„Fèø—Å1UÎÄòFää§Åe½ÈÄs­E ÌÅ ¢Ä)¿E¼I•ņ¡ÄøŒªE ÌÅ ¢Äv-¯E ìÇÅ  ÄŠÒÈE žÅ  ÄŠÒÈEŠÒœÅ  ÄŠÒÈE ¢Å  Äÿ^ÊE÷ŒžÅ ¢ÄÒÉEÿÿÅ  ÄÒÉE ¢Å  Äþ^ÊE s¡Å ¢ÄŠÒÈEu-£Å  Ä ÐEu-£Å  ÄF’Q•ÅÓCÏÄ¡ÑE s¡Å ¢Äø-ÒE ¢Å  Ä¼ÞFöÅx2¼Ä¡ÑE÷ŒžÅ ¢Äª¨Fò.ªÅÔôÇÄY¡¿Eü’ō¡ÄŸ]ÁE,‘”Å¢Y¡Ääw°Eµ’ÁÅ¡öŸÄãw°E°qÆÅ¡öŸÄ†‡ÊEgþÅý@ Ä†‡ÊE%áœÅý@ Ä~þÐE‘þÅý@ ÄƒÁÉE‘þ¢Åý@ Ä¾ÌEq ¢Åý@ Ä¾ÌE‘þ¢Åý@ Ä ®E ÀÅ  ÄOX¾E( “Å"#¡Ä ªE ÀÅ  ÄùŒªE ÀÅ ¢Äv-¯E ÀÅ  ÄŠÒ¨E ÀÅ  Ä @ÁE ÀžÅ ¢Ä À¾E ÀžÅ ¢Ä À¾E @¡Å ¢Ä @ÁE @¡Å ¢ÄDÃED¯Å ¡Äv­ÆE"ã®Å  Äw‚F–ÝÎÅÝÆ±ÄDÃE¼ûÅ ¡Ä"ÃÄEN!‘Å  ÄþÇÄEÏLÅ  Äv­ÆEN!‘Å  Ä»VÇE ¢Å  Ä»VÇE žÅ  Äv­ÆEv­¢Å  Äv­ÆEìPÅ  ÄT~ÁEMÛ«ÅPÀ¡ÄAi¿E$]«ÅuÀ¡ÄÈeÀE<ZœÅo¢Äxš¿EcZœÅÀ¢Ä ªEÎ"¶Å  Äs­E ¼Å ¢ÄŠÒ¨EÈ£¸Å  ÄŠR¹Eu­ªÅ  Äè$FÄÅÿÒ±ÄF©¸E ®Å  Ä‹R¹E»Q­Å  Ä¾FÄŪձĊR¹E ²Å  ÄŠR¹Eu­²Å  ÄÚ FnCÅb²Äs FÏŶ²ÄÛFL¢]Ål¨±Ä¢?ªEŒ9°Å  Ä®ÂªEm°Å ¢Äs­Es±Å ¢Ä ®E ²Å  Äv-¯Ev-³Å  ÄA9¬Eæ>®Å  Äxm¬E×Á®Å ¢Äv-·E ²Å  Ä sµE÷Œ®Å ¢Ä ¶Eÿÿ­Å  Ä ¶E ²Å  Ä sµEs±Å ¢Äv-·Eu-³Å  Äv­¶E"…Å  ÄŠR±E"…Å  Äfà´E>ù•Å  ÄÞ<³E²Þ¦Å  Ä$P³E³©Å  Ä‹R±E²Þ¦Å  Äv­¶ESÅ  ÄS±EŠRÅ  ÄCS±EÔ«’Å  ÄŒ Fïq-ž±Ä“ë
  1060. F¡Å@²Ä¹ÏF*öIÅղĻ?F¶¯ÇÅ«¯Ä¢·F¸¹Åè޳ij»FÍP­Å·SºÄ °F PžÅ7ÊÄ øF ŠÅ¾²ÄÄ èF ”Åð ÊÄÄF¶e Å@²Ä&ùFy®Åd²Ä.ä¶EÀÓŸÅnÀ¡ÄÅt·E —ÅÚ[¡ÄH3FyüpÅÀµÄÈf·EÄܞŀѡÄÓœFg†¬Å(½ÄbòF1ïhÅÐ±Ä ˜F ð¤ÅZœÉÄ)çFö@ÍÅæO³Ä ‡ÀEŲŠ Ä F nÌÅÞÆ±ÄÀúFÒ;ÖÅ0œµÄhEF4w^ÅŒý®Ä`ÿFfäÅp§ºÄ F`‘ÛÅÞÆ±Äù­ªEŠÒŒÅ  Äù­ªEv-“Å  Äù­ªEŠRÅ  Äù­ªEv­’Å  Ä‹Ò˜E ŽÅ Ä‹Ò˜EŠÒŒÅ ÄŠÒ˜E ’Å Ä>Ø‘EŒZkÅ:šÄ¨)–E44kÅ:šÄŠÒ˜Eu-“Å Ä¨}¥EŠÒŒÅûÄ¨}¤Ev-“ÅûšÄ¨}¡EŠÒŒÅú‘Ĩ}¡Ev-“Åú‘Ä1Ý‘EœþsÅ Äƒ%–EZêsÅ Äs§E ’Å  Ä FüWêÅšºÄ þF/tÛÅÒÙ¸Ä ’En[—Å ÄzBF
  1061. þâÅb+²Ä³5Ä&øÅMd”Äu-—Eo[—Å Äv-—E ’Å Äv-—E ŽÅ Ät¹‘E.é†Å Ä ’E2݉АĸŒ’E ŒÅ ’Äc{FíÞîÅÿ½ÄŠÒE³B†Å Ä –E¥yÅ Äv-—E¥yÅ Ä ’E¥yÅ ÄktóÃ4öÅJóÄ ’E¤{Å Ä
  1062. )ÄîmūϏċҐE¥yÅ Ä LE @à dĈNEwˆ`C bÄ¥:ET]«Â `ÄìZUEF]«B `Ä TE @à dÄ”D]ER»rB `ÄûaE(B `Äí9WEáݚà dĬ€cEÛ^˜Ãù`ÄŠ]EÑ·ôÃDdÄ@ieEÜ^˜Ãù`ĸú]Eý» Ä
  1063. bđDeE
  1064. ~3Ä `εbE
  1065. ~3Ä `ÄQ@ZE&AÄ&dεbE(AÄ `ÄZCPEÈDÄ,`ÄWE¶&Ä&dÄš3JE(žHÄš4`ÄûüOEŽLÄ=-`Äš3JEŽLÄ~*`ÄþME'!¸Ã&dÄ$ùRE'!¸Ã&dÄ”•ZE¨xÄ&dÄÛÅZEz—ôà dÄ¥:E£(Õà `ÄŠ >E¹Z²Ã `Äp.EX̬ `Ä› >EÞJà `ÄJ€;EMö<Äü `ÄœB2EæÍóà `ÄœB2E§(Õà `ÄéM,E-ýZÄ«õ_Ä¥*E0d\C `Ä¥*E§B `Äÿÿ3E<«ZÄ `ÄN2EUתC `Ľy.E§B `ĝ™*E"€óà `Ä¥*E¬kUÄ `Äã@Ep&IÄü `ÄÏÐTE :†Ã;äcÄN^EX̬B `ÄëZUE¼[C `ÄìZEESתC `ÄCÆMEYתC `ÄÙ¡:EVתC `Ä <E©kµC `Ä DE¦kµC `Ä ÍD %D $Äx÷1Exˆ`C bÄ¥)EüÿŸÄ rÄ 4Eá3’Äÿÿ_Ä ,Eâ3’Äÿÿ_Ä›O6Eü Ä rÄ¥)Eþÿ¿Ä ÄëZ6Eþÿ¿Ä Ä¥)EÖµìÄ Ä ,EÖµìÄ Ä 4E×µìÄ Äð ,EèiøÄ Ä­ã3ETVøÄ ÄëZ6E×µìÄ Ä:6E«ò–Äÿÿ_ÄíZ6EV”fÄ `Ä 4EU”fÄ `Ä ,EQ”fÄ `ÄKÕ)EF²–Äÿÿ_Ä¥)EP”fÄ `ÄjvFÝnÆ ÀÄ
  1066. xF2ó Æ ÀÄ‚7FBà Æ ÀÄ DŠ4Å1ÄF
  1067. FúûÆ ÀÄ#œDiÁ7ņ2ŸÄ‘“F¯çÆByÉÄÝ 
  1068. Fßþ ÆLÄÄöêEíæ
  1069. Æ ÀÄ#EÍES}Æ ÀÄ“ÿÄE<ã Æ×ïÁÄ êE'
  1070. Æ ÀÄ$rÂExõÅd)ÁÄ$e»EVaÆ ÀÄÿÿ¿DõþwŸ€”Ä
  1071. =ÊEG—ùÅ ÂÄåFîE3å
  1072. Æ9ÊļQÉE»VÆ ÀÄ-ä»E¡hÆ ÀÄþ vEL[ű™Ä F ИŠÀÄ©´yEG¾TÅɧ˜Ä­ÕE;XÅ® Ä%4’EŒ^^ÅsUžÄöߏE»
  1073. QÅ Äí
  1074. v?£·Ýďæ?Är{Fhè6Å’³Ä  DD›DôýÄ|äœD “0ÅÒwŸÄ™ED±¦yD»×Ä9LÎE&†ùÅ ÂÄ*iu?}Þ`ŏæ?Ä+FÎó@Åo²Äy F°Å=%·ÄÍIF]*Åó²Ä“¼‘Eí‰PÅY(šÄÍïŽEãUeÅLšÄ†GFg/Ųˆ¶Äe³tE‰ØIÅKšÄaSF?ÖÅβÄJµEÕ6
  1075. Å"ž™Ä}F¸GàÄZ
  1076. ²ÄláF•ÓýÄß·Äk½Äð=FÅ×c”Äû«ƒEbÍ_ÅLšÄÝá”E[_Å5šÄ“ª{EäÃ_ÅÔF™Ä«Q7Å™µEżšÄ†B7Å"£?ÅtšÄчF‹fÙÄ(®¥Ä;¯¹EyRÆ ÀĺŸ‚E“KJÅLšÄÕ.ûð›/ŏæ?Ä ÀĶTJÅ8f”ÄÂä¿ÄÙm?Åâ_”Ä>aµÃŸ`Åör”ÄÀÂÃ¥6aÅNs”Ä_@`EâÉHÅÞšÄöh“EDÃJÅ›E—ÄêNÅEÿqþÅ×ïÁÄÇÑÎEh”öÅ-UÁÄ cÂE)ì ÆY±ÁÄG—ºE‰!ýÅ ÀÄ¥X½ÄÀÒGÅÂd”Ä<¥½Ä¶TJÅ6f”ÄrÄ¥6aÅNs”Äš:ÄfLPųi”Ä ]–Bï'Þďæ?Ä …W@ýÿßďæ?Ä$ [•ßòďæ?ÄŠe,Úþďæ?Ä3ÞÈÃ!ŏæ?ÄB'õÃù´ŏæ?ÄúÿÿC pÅ @ÄÎE9g Æ ÀÄ7‰ÒE'” Æ&þ¿Äû&ïÃÆIŏæ?Ĭ˞D pŏæ?Ä º€ÂbÙUŏæ?ÄýÿD pÅ @ĿɛD:äFŏæ?ē߭BÕ
  1077. aŏæ?ē߭BÕJcŏæ?İШÀ½°dŰâ<Ä ¼Dxé;Å1ÄþyüC‚ðCôýÄ®’ÊE¢µöÅ›¡ÁÄó7ÂÃø3oÅm{”Ä’èĈ_cŏt”ÄmÂEû˜ùÅ¿VÁÄBË"Ä2Ȃʼnä”ÄpgÂEo>þÅʉÁIJtÅE`ùÅàøÁÄæ=ÄX¤€Å†”ÄùƒSÄ•¶tÅÒ~”ÄZ €Eµ©eÅLšÄ­äsE9 _ÅÕF™Ää%tE&7PÅ #šÄúëFxÂÆ ÀÄ|¡aÄÕl}Å
  1078. ûŒÄ 6 F5Æ ÀćŽìEÔŤš¸Ä‡ŽìE¦ÐÅ›w·Ä$FZßúÅÉ6ÅÄ»F¸²õň*ÂÄÝ= FòDÆ ÀÄ9ÐdEv!]ÅàŸÄâ»dEØOÅ ÄëvIEvÿZÅߟđ©
  1079. FNLÆ ÀÄ"ŽFÍù ÆByÉÄUF¶;Æ ÀÄIF|Æ ÀÄ€
  1080. F<ø Æ ÀÄdFê€Æ
  1081. µÌÄkFÆöÆLÈÄ ›
  1082. FÚÂÆ ÀÄš]ÅßB0ÅM+˜Ä ÀD 4CþÿÄÿøþC9é"DôýÄ ÍD €SD ļDÓ,D{çÄ ¦D :D Ä ŽD ¦CþÿÄ À•D ÊC Ä À­D €$D $Ä ÀÉD ‡C $Ä ÓD €SDþÿÄ ÀìD UDýÿÄ àF PžÅ9ÊÄBÆìDAyNDýÿÄè?D)lÅÙy”ÄèÙ@D óƒÅ‰”Ä4Ù“DÜ~Å6„”ÄÃÏúBãLÅ@g”Ä ÀÄ_©GÅ«d”ÄbÀþEPÔûÅÄòÅÄ ØF °™Å9ÊÄf‚ÒDÒD‚€#Ä À•D ¹C Ä^âìD(1DÿÿÄèŒ?EîND `Ä4‚CEø5>D `ÄRÓEERóSŇ&ŸÄ$jEE¹TZÅ`šÄ¥9ET”&D `Ä $Eûÿ/D `Ä‚:EùLSÅ®–ÄÿÿE¨kYD ^Ä EM”&D SÄ
  1083. 8E»9AÅ"šÄü&=E?aIÅhšÄÿÿ EP”&Dÿÿ"Ä E«kYD #Ä+JóD´kYD Ä*JóD PD Ä)JóD 0D ÄFh,Æ$YÏÄ–{ F…ØÆÎü¿Ä(JóDV”&D ÄÙ Fˆ)
  1084. Æ ÀÄbÚF>·ÆÕô¿ÄJ F‡Æ ÀÄ¥9E¤(ÍC `Äó-<EwMÈC `ÄLøE ÛìÅpû¼ÄÊqþEç
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  1087. CçñÄ T=Ä:Œ¢Ä)  Åëc”Ä ²ÃÚ $ÅGa”ÄïZò¹WÅfU>ÄëBîE
  1088. Æ9ÊÄ=bŒCÞé/Å`”ÄÄ´¿ÄqºüÄtj”ÄÿÿŸÄž“Åâ_”Ä´ÈýCg#*ÅÅa”ÄôÓ_D¡“0ÅÒwŸÄk½ÄVŪd”Ä ÀDŸ“0ÅÒwŸÄ{œøEƒ^ÉÅÚŸ°Ä¢õþE¾óØÅ߯±Äf³ŸDÃÄÿÿ?ÄXÐCDxé;Å1Ä ÀD_l?ÅÑwŸÄòSD‰4Å1Ä]dFsæÙÅŸÚ±ÄË¥‚BRx¹Äæ?Äu$gD4įÄõL?ÄfIDÿQŏæ?ÄÀî|BI-Âďæ?ÄJ—BI-Âďæ?Ä ÀDˆ4Å1Ä „Dzé;Å1Äè?D`ÑcÅu”Ä
  1089. (F’ÊÅvã±ÄÙ÷E~þÅx=ÄÄ÷šðE
  1090. ÆByÉÄóÿ›D„ÅBˆ”Ä" D2įÄÄd?ÄéþƒD ¬5Ä Ä8ÆE ÛÙÅéŒÁÄÿÿ¿DŽ„ÅBˆ”ÄZ“¤Cz,Åa”ħ ˆD=@%»×Äd
  1091. vD†± à Ġ”¾D{þwŸ€”ÄöP'ì/CÅŒ6,Ä ðF À™Å ÀÄêþƒDkÕà Ī@Db‡3ÅŽæ?Äùå€D0@% Ä2ÞÂÐ]ÅÈœ6ı&áÂ"Åk33Ä?ÑßC›€ÍC»×ijGy¾]´Åša6ĸ±Cš£íÄʺ6ÄhÑßC=@%B»×Ä €DèÖbÅt´2ÄöFòõ
  1092. Æ ÀÄÒ‘Fñú
  1093. Æ ÀÄýÿCË5ÅìŒ,ÄšîByÅî62Ä£îF±· Æ ÀÄRü¥Bâ/EÅš6ĤšE3÷ÄFÕ“Ä/…KDÄ7ŏæ?Ä’N—EkƒõÄl˜Ä-éÄø3oÅl{”ÄÔ¹þEutÎÅÝÆ±ÄIgFÎïØÅÞÆ±Äýÿ?D PÅ @ÄV œEÕÝ Å‹‘Ä ðF @žÅ ÀÄ>ž$F¼°žÅ ÀÄýÿ?Dÿÿ_Å @Ä
  1094. X­B(Èlŏæ?Ä€†DSeUŐæ?Äì›$Fß1™Åøÿ¿Ä ° F ŸÅ ÀÄ&Q•BV,pŏæ?Ä 8F àÅôÞ¿ÄúÿÿCþÿ_Å @Ä F @ŸÅ ÀÄ»üE+£Æ$ÃÍİ´ùEä§Æz"ÏIJ5òE¸ÿÅðÉÄLñE?Æ©ÕÉÄ@ãñEXÃÆmCÏÄzjþE¾AéÅs;»Äã'þE΁àÅy0¶ÄÕ;ôE1cÆBöÏÄCòEôÄÆÞÔÊÄ¢êöExGÆäIÏÄIzöEøÊ
  1095. Æ.[ÎÄ[MüEå'Æì[ËÄ*8ÿEÆByÉÄ€CÂPÅ,6=Ä ¨ F À˜Å ÀÄ 8F šÅ$â¿ÄQ•B(oŏæ?Äòÿà Å @Äë7­B(oŏæ?Ä­uýE¬_ÆÒNÉÄLîúE”ÿƧµÆÄ¬µþEâøÅ§ÄÄ €D PÅg¯3İШÀ½°lÅ"ü<ÄÖÄøólÅz”Äw òE CÐÅͱĄÁ F€²ÎÅvã±ÄâŸFœ õÅÕ¿Äh‡F=/èÅÏN¹ÄðzF½ëÅ3©·Ä7²ðE_úÆ©ÕÉÄêðE–@ÆByÉÄØþóE?UÆŸÑÍÄ$çòE §ÆÒÊÄD öEê5Æ1ÍļôùEê5Æ1ÍÄÇqþEüƨÕÉÄï÷Enn ÆÑNÉÄéüE¿ÿÆ”þÉÄÓ$ôEóþ Æ#»ÏÄ LñEbýÅ߁ÆÄÐIôEèýãÅÿұĵÔõEtïâÅЪ¹Ä ðEæ›ÕÅkÒ±ÄÐ$ôEÿÿÛÅ"»·Ä:ËñE2kÕÅÆÑ±ÄôïEéËÏÅ+ð¹ÄÜðE
  1096. vºÅŬÄE-FX¥ÎÅuã±Ä^ÑþE¬k¿ÅŠª®Ä³à FØÆÅvã±ÄhôE¶&ÖÅ>ѱÄMFØÆÅvã±ÄüÿïEmÉÅO±ÄlúE¸hÅŤ°ÄIÃôEÆéÏŘè³ÄÇúÀÄw¯>ÅdõÄ¯Ý€Ä¢“0ÅÒwŸÄe½¯Äó¦kÅ]‘ÄÏ3¿Ä·fÅÏv”ĐܿÄÃèpÅDnÄ‹›E‹ãÔÄ츚Ä@àݾ>ŰUžÄ ÀÄž“0ÅÒwŸÄå6Å5?Å ÄÉ"vE$íñÄ»šÄó
  1097. ïÄ«0Å䞟ľ>6Ūé0ŠĪ{¢ÄW¥_Å–r”ÄŠX¯ÄtßaÅâs”Ä-·oÄv7uÅ”ÄÖg…EÈá×ÄhÌ™Ä×ç‡ÄTÛ?ÅšRœÄ ŸoEt]éĶșÄ}
  1098. `E7~ôÄ¢Õ™ÄVÇ©EóNãÄÞŸÄk½ÄEd(Ålb”Ä Ü·EàÄ Äø§E¼ÿÄÕ
  1099. šÄ$µEùââÄߟÄ|¨E5€ÅéšÄË—E`PÅ/ñ“Äù\˜Eß·Å×,–Ä^|´E<„þÄÛŸÄR—LE[ÅÊY“ÄGÎDE’3Å@šÄç8?EŠ’%ÅK˜ÄÍ%4Eæà Å~X™ÄÛ<E&ÅëšÄðà EJs
  1100. Å@šÄÀÑ Eä.ÅÎ šÄ ÀD “Åâ_”Äk½D Å×c”Ä D “Åâ_”ÄdìD&DÅœg”Äk½DÆcÅ¢d”Ä6¥½DI«Å6f”Ä6¥½Dj®Å^g”Ä ÀDxìÄLo”Ä f•D¢ÈĽy”ÄçýaD>]ØÄu”ÄìýaDü¬ÇÄÛy”ÄÔÈ‹DŽ>“ÄCˆ”Ĥ”¾Dü¡®Ä”Ĥ”¾D°Ä¸€”Ä ÀD°Äº€”Ä ÀDÇÁÄCˆ”Ä €DÄÁÄCˆ”Ä `DÆÁÄCˆ”Äê@Dú¬ÇÄÛy”ÄÐI(D( ‘ÄCˆ”Ĉ ÐCÌÁÄDˆ”Äþ׿C èÇÄËy”ÄäîhCc߸Ä'~”Ä¢&ˆC¥7ÇÄýy”Äk½ÄŠ¢'Åob”Äå@D<]ØÄu”Ä ÀÄŸV(Åqb”Ä`DÑøÄÑk”Ä ÀÄ]©'Åqb”Äû`DÐõÅ9g”Ä ÀD¡®Ä ”Ä ÀDj®Å_g”Ä ÀD VÅ«d”Ä ÀDI«Å8f”Īå½D‰$Å Ä®¡DkŁžÄšÚDÉŽÅ ÄÄ ¾D¡µÅ ÄÜ(-Dh@ÅežÄ* D ÅÁTŸÄ ðCŒÅ1Ä‚ÄADL´ÅežÄSwÂC¤“ÅÒwŸÄ `CŒÅ1Ä¦ NÁ¢“ÅÔwŸÄoÁ‹Å1ÄÀ'‚@ ÅÁTŸÄ+Ê1Ãn?ÅrטÄjÿÿAzéÅ1Ä³&‚ÂlÑÅgmžÄ–Þ]CdlÅÒwŸÄùÿÿC{éÅ1Ä×¹)DblÅÒwŸÄ…™Vñ|Åâ_”ÄþóD$šÅöÛ—Äw`E°þ&ÅÆé™Ä ÀDalÅâ_”Äk½Dñ=&Å b”Äk½Dº›'Ålb”Äk½Ds](Ånb”Ä ÀD`©'Åqb”Ä ÀD V(Åqb”Ä °£E €Å©™Ä À£E @-Å©™Ä驺ELbPÅLšÄÎÞ½EøeJÅd×™ÄÁEô¶PÅ Äfk E¦JÅe˜Ä~K™E²ÀIÅLšÄóî_E¡OeÅCšÄþÂE$Å Ä[ EÇ©9Å%šÄ ÀD_l?Åá_”Ä•™æDÜÇEŸ…–Äk½Dð=FÅ×c”Äþÿ‹Dbl?Åâ_”Äk½D`©GŪd”Ä6¥½D·TJÅ6f”Ä ÀD`©GÅ©d”Ä ÀD·TJÅ6f”Ä?æDÞ‚XÅrn”Ä%»¾D•QLÅ^g”ħÿ¿DñgÅ6w”Äÿ¿D•QLÅ]g”ÄÅáD– cŏt”Ä!@D÷SÅÔk”Ä @D0
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  1103. e C õcÅu”Äa.ÌB¾Ê_Å­r”Ä åþB•rYÅþn”ĸÏúBúSÅÒk”Ä~Ø/Aa€GÅ’d”ÄLÚÄB%ÙKÅg”ÄX ³Bal?Åâ_”Ä Ã`l?Åâ_”Ä2ªÃŒ¸AÅ3a”ÄÙø”Eý\ÕÄŽÊ™Ä Ä^l?Åâ_”ÄS‚ƒÄŠ4Å1Äöú¿ÄxxÅâ_”ÄNüŸÄ1ãqÅW%ŒÄjW¦ÄòÉGžd”Ä<¥½Ä”QLÅ^g”Ĩé[ÄJgÅw”Ä8ùœÄN1iÅ!x”Äb>8Ä•wDÅÊb”Äæ»:Ä+iBÅ•a”Äk½Äî=&Å b”Ä ÀÄî=&Å b”ÄÊ OÄç•?Åâ_”ÄÛÎzÄÞDÅxb”Ätõ³Ä.^tÅ­ª‹Ä ÀÄ”QLÅ_g”Ä ÓwÄ'N?Åâ_”ĉSZÄS8۝“Äö,Äõ ?ÅežÄÑ Ä
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  1110. N F¹y'ÅWɱÄd‚]EøÐNÅ
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  1243. - YÿÿÔ @ (E;ÿÿ`B  ;:& ÿÿA @ ;&'@ÿÿB  ;'(Aÿÿ? @ 29)bÿÿD  2)*CÿÿE  2*+DÿÿF  2+,Eÿÿ  .Ä gÿÿ6H  gh.9ÿÿG  1cÿÿ;<  0Nÿÿ<  24 5 ÿÿD O  Þ¯æÿÿä @ 3hÿÿV @ 4Jÿÿc  ” –ÚÿÿÒ @ xz6Ïÿÿû  8±Ÿ ÿÿ R  Ÿ  8äÿÿQ À :ã ÿÿµT  ã ¸:¸ÿÿS  Ý ä ;ÄÿÿV  Ý ;<Uÿÿx @ ƒÿÿw°  0/>ä⥠ >.?âÿÿÿÿ  þÿÿö^  e@Aÿÿÿÿ\  Ate]R[  tAþ\ÿÿö  þýÿÿÿÿZ  v ër } ÿÿê  Íùöšg  ù§÷ocg  I'÷ˆfc  ÷§Ia"b  ¥¦Íbše  Í'¥ d  ÷'öbg  öù÷`af  H¨ÊýÂi  ÊGHÃÿÿh @ œ©úgçk  ú¸œêèj  ÿ§ mod  ÿ¨§fýl  ù¡ ™do  §ùlan   BGsÿÿ  ECB~rs  BCDqÿÿÿÿ  B Eptq  E Fsu‚  F Gtvw  G Huÿÿÿÿ  GIFÿÿxu  IJFy‚w  JIKxÿÿz  KLJ{y  LKMzÿÿ|  MNLÿÿ}{  LNE|~  NCEq}  CNO~€ÿÿ  ONPÿÿÿÿ  EJL‚z}  EFJtx  NVCA    u v {  Š • ¡ ° ¶ À Á È Ñ Ó ë !"$%BW[\]^_`r‘’ª¬¸ÁÏÓÖâãé÷ùúÿ&,/13679=FGHv”•–©·¼¿ÃÄÉ÷
  1244.  &()0?@CEcmnpy†‹’“§¸¹»¼¾ÁËÖÚÞáãêóú
  1245.  -.6ACGHIORTfkmx‰Š‹¤¦ÁÊÐâæì 1<CDMilˆ‰Œ“—¢¥§©«®´ØÙéëîïøûý   !#)+-89>@KOTUWXY\]^_`dfjklsw}„…‰ŠŒ‘˜¤¦¨©ª²·¹½¿ÃÊÚÝæ1DFRNVDP ïs å Ì  7Ý h NVGDt ¯”DÀÿ‘Df 9Å À9ÆÞlÅhÃ0F€þE Éÿà 
  1246.   ¦¨{|     œ¥¦¨©ª«¬­®¯°{|â!.       ! " # & ' ( ) . 6  à ø Q6F 
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  1250. ku“”šžŸàáü½£¤§¨©øù!-|¾L       ¨ õ ù àáäåõûüýþ S€‹–šž ¡¢¥¦©®±²¿öøùû›œžŸ ¡¢£¤§¨©ª«­®±²³´ç<NORâæ!:Z[\]^%    $ % & ' ) * + , - .  Q–³´µ¶÷ùúæCFS%&'-./ d  † ‡  – £ ¬ ­ ° ± µ º Ì Í Ð Ñ Ø Û á ë  !"&)_`ajst~‘’™›œ¤§ª«¬ÁTUVXZ[”™«¬­·¸¹º»¼½¾õ1åëìúûü
  1251.   
  1252.  )*+,4BT®¹ºÄÆØÜÝë& k m n s ‚ œ © ® ¯ é /09:^_šáæçèñöTUVWY˜«½¾õ®ÄÅÜ. s x y ƒ ‹ — œ © ¸ ¹ Ù ü ý (/09:;<=IJKLTU¹Èàáäåæçèñõöóõ< Œ   
  1253. nop£¥®´üýþ @ u v w }  €  ž Ÿ £ ° ± ² ³ µ º » ½ Ä Å Ì ê ð ñ )GZ[\]_¤ª«¬²³µ¶¸º»¼½¾ÁËÍÎòú
  1254. 4¹ºÆ_ q { |  ‚ ‹ ® ¯ .03478_ ó¹) q r t ‹ Ž Ú â í ó ô ü ý -.02345678>ABIKUðñóô°Û$ Œ  ¢ Î Ï Ú í î #'5imnp¢£¯´·íîðñô÷&'(¬°½Ö× ^ j ~ „ ˆ Š ›   ¡ § · ½ ¾ Ä Å Ò Ó Ý Þ ß à ò û þ ÿ 1@CDEGHMNOPR¨º¾¿ÀÂÃÄÅÆÇÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßö/567¯±²µ¶·¸»¿ÂÃÇÈÉ ß à æ ç û þ ÿ 7M¿À 7+ ™ ¢ É $'‹ŒŽ•–—˜ ¡¦stvˆ•›èéêî÷%&'(I¬³¼½ÙÚÞ ostˆ›GKpstuvwxyz{‚  ’“—˜™š›œžŸ ¡¢£¤¥¦§¨ž%  µÆËÐÔ !IJKLMNO¡¢£¤¥¦©ª­fg~ƒ„‰Šž  !%&!$%IJfghi~‰ & ‰ “ ” ´ ¿ À Á ã *+,êëìíîïðòóô÷ùúÿ Ñý9:;. l o p „ “ ” š › · ¼ ¿ À ï ?FPRSlâãéÓÔÕÖרÚÛÝÞïýþ8¯µÈÊ1  ƒ„…†ˆŠ‹Œ•—˜¡©…#$.012338 pqrstz{|}~€‚ yz{|‹ŒŽ–°>abcdm”•˜™š›CDEFW\ 
  1255.  
  1256. [\]^_`abcdlmnopqrstuvwy}~€‚ƒ„…†‡ˆ‰Š‹Œ‘’“”•—˜™ ¡°þ>žŸ`abcdem‘“–—˜™šœä?BCW¢  
  1257. pu‚ƒ‡Ÿ¤ª 
  1258.  CDFmnop™š¶ÆÇÈÉËÐÓÔØçêëóôõþÿ!&'(BDEFGHINOPQRSTUVWXYZ[\]adefghijklmn¡
  1259. \]^_`abcdeœžŸ ¡¢£¤¥¦§¨©ª«¬LMP`kƒ„‰‹ŒŽ‘’ìíîïñòûüýþÿ ?@ABdent £&'()*+,-./0>?@ABEQRSTUÈÍÎÒÓÖØÙÚÛÜñòóúþÿ  !#$%-0123456789:;<=>?@ABCDEFG
  1260. \¬­®¯°±²³´¾¿Àijl~†‡‰íðñòûýþ O;  / 0 1 2 3 4 5 7 8 9 : < = > bci‘’ïü 012³´µ5µ·¸¹º»¼½¾¿ÀÁÂÃËHJ†¡¢()*ST0 1 2 4 ; \^`abcdeixz~†ŒŽ‘’“—§¨¯±²³23ÊËÌÍÎÏÐEHJQ 4# òø\]^_`afmnz{~†
  1261.  ,2ÑÒÓÔÙàáâã4 ö Wef±
  1262.  
  1263. ÓÔÕÖ×ÚÛÜÝÞßàáâãäãQR  I ‰"D- C D E F G H I J K L M N O P Q S Æ ì €‚ƒ„…©­ry„…°Àà5Odef–"5679K ) qrstuxyz{|}nopqrstuvwxy{|—˜™š›œqrsu†
  1264. Ö‚ƒ„™š·¸¹ºÂÃÝÞßàáâãäåæèéêëìíîïðñóôõö÷øùý"ÍÎÏÐÑÒÓÔÕÖ YZ\]defghiklm|}€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—™š›œZv}…ˆçèéê`abcdefghijklmnoi  Ü ä å ÷ qÓÕæ…†·¸¹º»¼½¾¿ÀÁÄÅÊÌÑÒÖØÙÚÛÜÝàáãðñòóú-./¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÈÉÊËÍÛ9RSTUVWXYZ[\‹ŒŽ¶Zw€£èéóôõö÷øùúLO' ACDEFGHîïðóôÿÑü./x±³´µ¶·¸¶·ÂÃÄ?@A¡¢£UV ? @ A B bvwÏÕ×û«±²³4ÅÇÈÉn‚ P0 Ö × ghklqw}‰Šœí"$4679:cijklvw•Õ×
  1265.  )*+«ÆÈŸGHJN# Y Z g Ç Ö × VWXYbcdfgjí123;<=
  1266. ¬®¯?ŸIJN W X Y Z [ \ ] ^ g z  ’ cdy|}ÁÈÜë˜ oßà2;* I ] ‘ ˜  ª « Ê Ë Ô Õ hrvwxyz{‡‰°|ÐÔÚÛèéVdg˜ÿ "Do2=M, I R T U V Æ z€°|ÀÂÇÏ×ÙÚÛáçèéêìò#8Yd"ÏÑÒÓÔÕá+9<>! T _ ` a b c d e f h i çêìòh—p«­´ÀÁËÌÍÎÏÐÑÒá, ~uvwxyz{| ~€‰ŠŽÌÍÎÏÓÔ IJKLNOj|}~€t ‡ˆ‰ŠŽ‘·ÄÅÂÃÆÇÈÉÊËÌÍKLNOPQRSTxy $%*+-.134?@AEIJKLMNOPQR  !"#$%'(*+-.5= %&'()*+1 ãäåñGސ’“”÷ùúûüýÿ)*+,-./078:;<=@ABCDEFGHIJMzZ       âãñGHIJKLMNPWXZ[\]^_`aŠ‹ŒŽ‘”רÙÚÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øù!EFGHIyz¤¥¦§¨©ª XY1
  1267. &),/0268:;>ÃÄÅÆÉÊËÌÍÎÑÒØÝÞßKMNWXZàâãUVWXY[\]^_¥Y
  1268.   
  1269. '()5789:;<=BÃÄÆÞß=>UV\_   
  1270.  "#$%& å ÷ùúûüýÿ !ª ÷!ª GRUP{ WRLD
  1271. H WRLD < G:  EDID
  1272. Wasteland FULL
  1273. Wasteland CNAM y NAM2  NAM3  NAM4 $FDNAM Å $FICON- Interface\Worldmap\Wasteland_1024_no_map.dds MNAM   âÿ  ìÿONAM €? INAM F DATA NAM0 ÆÈ ÆÈNAM9 ÆH ÊHNNAM XNAM. Data\Textures\Water\WastelandWaterPotomac.dds GRUP0 < 
  1274. H ð[ÊCELL>  ´- G5  DATA XCLC LTMP LNAM Ÿ XCLW ÿÿXNAM GRUPÂ ´- 
  1275. H  í GRUPª ´- 
  1276. H ¨?REFRz  M6 G   EDID SmithCaseyGarageExtDoor NAME Îc XTEL q6 ßP0DF©D àE €ÕI¿ XNDP €Ã ¤  DATA ó ²Ç™<ÜÆNU|F €Š1Ç?WRLDê t
  1277. G$ EDID
  1278. MegatonWorld FULL Megaton XEZN ªZ WNAM < PNAM ÅÿCNAM y NAM2 y
  1279.  NAM3  NAM4 ONAM €? INAM F DATA QNAM0 @Æ ÇNAM9 @F €EZNAM  NNAM XNAM/ Data\Textures\Water\WaterFlowRippleNoise01.dds GRUP³W DIAL
  1280. H DIAL^ È G$  EDID GREETING QSTI Ò QSTI Ôc QSTI )
  1281. QSTI “n QSTI  N QSTI ‰N QSTI „N QSTI “N QSTI ‘N QSTI N QSTI ŽN QSTI N QSTI ŒN QSTI ‹N QSTI …N QSTI ŠN QSTI ‡N QSTI †N QSTI èñ QSTI çñ QSTI –N QSTI Ì QSTI ˜ QSTI 6; QSTI m QSTI &1 QSTI cH QSTI ¤N QSTI —N QSTI ›N QSTI ùï QSTI žN QSTI œN QSTI ŸN QSTI ¢N QSTI ™N QSTI ”N QSTI ¥N QSTI •N QSTI ˜N QSTI £N QSTI på QSTI *Ú QSTI Òq QSTI ¢ó
  1282. QSTI t¢ QSTI Ñq QSTI ó; QSTI ,¨ QSTI Üì QSTI ¡N QSTI !] QSTI Åõ QSTI “Î QSTI % QSTI ð„ QSTI ÷è QSTI  QSTI :ï QSTI ö­ QSTI æÀ QSTI l QSTI ɦ QSTI Ø QSTI 9 QSTI ®Û QSTI Ñs QSTI Ûs QSTI 0+ QSTI ¥ QSTI Ðs QSTI ­Û QSTI ëC QSTI íC QSTI ìC QSTI îC QSTI èŒ QSTI Øs QSTI i… QSTI Ž QSTI ¯× QSTI “ QSTI 1; QSTI rÕ QSTI x… QSTI y… QSTI `Y QSTI o QSTI [¿ QSTI È QSTI wã QSTI ª QSTI &r QSTI zô QSTI û QSTI 0‰ QSTI <ù QSTI 7Z QSTI ó­ QSTI ð­ QSTI T QSTI 7 QSTI î­ QSTI ä QSTI ²8 QSTI ˆó QSTI + FULL GREETING PNAM \BDATA GRUPt È 
  1283. H ð/ INFOÉ ;Ü G< DATA  QSTI  N PNAM tÇ TRDT  2 ÍÍÍ  NAM1• Dank Ihnen haben wir diesen Heckenschützen Arkansas endlich an der Leine! Wissen Sie eigentlich, wie viele dieser Scheißkerl bereits abgeknallt hat? NAM2 NAM3 TRDT  K ÍÍÍ  NAM1€ Ich bin versucht, ihn nicht zu verkaufen. Damit wir ihn weiter foltern und als Zielscheibe oder so benutzen können. Ha, ha, ha! NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1i Hier ist noch ein Halsband. Wenn Sie immer genug Schlampen auf Lager haben, werden Sie im Nu reich sein. NAM2 NAM3 CTDA €?H ˜V CTDA €?O  N SCHR  NEXT SCHR  N  SCDAN 9
  1284.  r nd  r s  1 ~    r G   
  1285.  r n 9
  1286.  r n
  1287. SCTX setstage MS13 100
  1288. set MS13.ArkansasArrived to -1
  1289. player.additem caps001 MS13capReward
  1290. player.additem MS13CollarMiscObj 1
  1291. setstage MS13 10SCRO  SCRO  N SCRO  SCRO ¯À SCRO ð/ INFOd Î/ G< DATA  QSTI  N PNAM ;Ü TRDT  d ÍÍÍ  NAM1z Wie zum Teufel haben Sie's geschafft, die alte Königin Flak an die Leine zu nehmen?! Bin überrascht, dass Sie noch leben! NAM2 NAM3 TRDT 2 ÍÍÍ  NAM1U Wir müssen den da aber immer im Auge behalten. Er kennt unser System einfach zu gut. NAM2 NAM3 TRDT  d ÍÍÍ  NAM1‹ Er hat uns verraten, um nach Rivet City zu kommen. Das werden wir nie vergessen, und jetzt sorgen wir dafür, dass auch er es nie vergisst! NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1‘ Hier ist noch ein Halsband. Treiben Sie Ihre Sauherde immer schön zusammen. Denn werden Sie bald mehr Kronkorken haben, als Sie ausgeben können! NAM2 NAM3 CTDA €?H ˜V CTDA €?O  N  SCHR  NEXT SCHR  N  SCDAN 9
  1292.  r nd  r s  1 ~    r G   
  1293.  r n 9
  1294.  r n( SCTX‰ setstage MS13 100
  1295. set MS13.FlakArrived to -1
  1296. player.additem caps001 MS13capReward
  1297. player.additem MS13CollarMiscObj 1
  1298. setstage MS13 40SCRO  SCRO  N SCRO  SCRO ¯À SCRO ð/ INFO¼ Ï/ G< DATA  QSTI  N PNAM Î/ TRDT  d ÍÍÍ  NAM1e Ich hab schon immer darauf gehofft, dass wir Red erwischen. Ich hab was ganz Besonderes mit ihr vor. NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1C Nehmen Sie noch ein Halsband und sorgen Sie weiter für Nachschub! NAM2 NAM3 CTDA €?H ˜V CTDA €?O  N  SCHR  NEXT SCHR  N  SCDAN 9
  1299.  r nd  r s  1 ~    r G   
  1300.  r n 9
  1301.  r n SCTXˆ setstage MS13 100
  1302. set MS13.RedArrived to -1
  1303. player.additem caps001 MS13capReward
  1304. player.additem MS13CollarMiscObj 1
  1305. setstage MS13 30SCRO  SCRO  N SCRO  SCRO ¯À SCRO ð/ INFOà Ð/ G< DATA  QSTI  N PNAM Ï/ TRDT  2 ÍÍÍ  NAM1z Susan dachte, sie könnte einfach mir nichts, dir nichts abhauen, was? Aber wir haben sie eines anderen belehrt, stimmt's? NAM2 NAM3 TRDT  K ÍÍÍ  NAM1” Mit dem Halsband wird sie sich's zwei Mal überlegen, ob sie uns die Kehle durchschneiden will! Lassen wir uns mal was Besonderes für sie einfallen. NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1m Hier ist noch ein Halsband. Sie sind wirklich eine willkommene Ergänzung unseres kleinen Unternehmens hier. NAM2 NAM3 CTDA €?H ˜V CTDA €?O  N  SCHR  NEXT SCHR  N  SCDAN 9
  1306.  r nd  r s  1 ~    r G 9
  1307.  r n   
  1308.  r n SCTXŠ setstage MS13 100
  1309. set MS13.SusanArrived to -1
  1310. player.additem caps001 MS13capReward
  1311. setstage MS13 20
  1312. player.additem MS13CollarMiscObj 1SCRO  SCRO  N SCRO  SCRO ¯À SCRO ð/ INFOC 4 G>  DATA QSTI ‹N PNAM a¬ TRDT 2 ÍÍÍ ÍÍÍNAM1+ Geht es dir gut? Ist es da drinnen sicher? NAM2 NAM3 CTDA C W®
  1313. CTDA ` ÈA: ‹N CTDA €?H ïœ TCLT & TCLT ^¬ TCLT ' TCLT ]¬ SCHR  NEXT SCHR  INFOä Ò G  DATA  QSTI Ûs PNAM Ý TRDT 2   NAM1o He, das hier haben wir uns bei unserer letzten Mission geangelt. Ich dachte mir, dass es Ihnen gefallen würde. NAM2 NAM3 CTDA €?5 Rˆ  CTDA €?H ¥V TCLT Ì TCLT Ë SCHR  NEXT SCHR   SCDA   
  1314.  r n 
  1315. r s  0SCTXI player.AddItem FFLLKarmaGift 1
  1316. set ParadiseFallsSlaver1REF.GiveGift to 0SCRO  SCRO â SCRO Rˆ INFOÊ Ó G  DATA  QSTI Ûs PNAM Ò TRDT 2   NAM1U Ein starker Kerl wie Sie verdient einen Anteil an den Sachen hier. Hier, nehmen Sie. NAM2 NAM3 CTDA €?5 Rˆ  CTDA €?H ¥V TCLT Ì TCLT Ë SCHR  NEXT SCHR   SCDA   
  1317.  r n 
  1318. r s  0SCTXI player.AddItem FFLLKarmaGift 1
  1319. set ParadiseFallsSlaver1REF.GiveGift to 0SCRO  SCRO â SCRO Rˆ INFOÿ Ô G  DATA " QSTI Ûs PNAM Ó TRDT 2   NAM1Š Sehen Sie sich das hier mal an. Ich und einige meiner Jungs haben uns überlegt, dass Sie einen Teil unserer Beute gut gebrauchen könnten. NAM2 NAM3 CTDA €?5 Rˆ  CTDA €?H ¥V TCLT Ì TCLT Ë SCHR  NEXT SCHR   SCDA   
  1320.  r n 
  1321. r s  0SCTXI player.AddItem FFLLKarmaGift 1
  1322. set ParadiseFallsSlaver1REF.GiveGift to 0SCRO  SCRO â SCRO Rˆ DIALH ÎÍ G>  EDID MQ05LiEndSpeech QSTI ^Ì FULL MQ05LiEndSpeech PNAM HBDATA  GRUP’ ÎÍ 
  1323. H i… INFOb Þ G>  DATA  QSTI ^Ì PNAM TRDT  2 del erhNAM1u Lyons! Ich weiß, dass Sie da drin sind! Ich weiß, Sie können mich hören! Öffnen Sie diese gottverdammte Tür, sofort! NAM2 NAM3 CTDA À@O ‹N CTDA €?H ÌV SCHR  NEXT SCHR  P  SCDAP      n 
  1324. r s  1
  1325.  r X. 
  1326. r s  1
  1327. r s  1 SCTX¥ CitCraneREF.PlayGroup Forward 1
  1328. set MQ05.GateOpen to 1
  1329. if ( CitCraneRef.HasLoaded3D )
  1330. set CitCraneRef.State to 1
  1331. set DialogueCitadel.CitadelEnter to 1
  1332. endifSCRO éA SCRO ‹N SCRO i… DIALˆ M G$  EDID MS08AndroidFound QSTI ›N FULLO Ich habe den Androiden gefunden: Harkness, der Sicherheitschef von Rivet City! PNAM –BDATA GRUPÁ M 
  1333. H … INFO‘ M G@  DATA  QSTI ›N PNAM TRDT  d ÍÍÍ  NAM1ˆ Harkness, sagen Sie? Ja ... ja, das ergibt Sinn. Immerhin hat er ja mal für eine Spezialeinheit der Commonwealth-Polizei gearbeitet ... NAM2 NAM3 TRDT 2 ÍÍÍ  NAM1 Und er ist hier, in Rivet City! Fabelhaft! Ich muss warten ... und einen geeigneten Moment finden, um ihm gegenüberzutreten  ... NAM2 NAM3 TRDT 2 ÍÍÍ  NAM1Q Vielen Dank für Ihre diskrete Hilfe und Ihr Schweigen, was diese Sache betrifft. NAM2 NAM3 TRDT 2 ÍÍÍ  NAM1‹ Und jetzt zu Ihrer Bezahlung. Dieses Kampfmodul wirkt direkt auf Ihr zentrales Nervensystem. Ich denke, Sie werden es gut brauchen können. NAM2 NAM3 CTDA €?H ¹V CTDA €?; ›N d SCHR  NEXT SCHR  ©  SCDA© £  r nd n q  r Y  r   v  r 
  1334. r s  1
  1335. r s  1  n8ÿÿÿ   r sl 0 ==w  n, 
  1336. r sl  1 J  n
  1337. 
  1338.  r n SCTXWSetObjectiveDisplayed MS08 100 0
  1339. completequest MS08
  1340. showmessage MS08PerkMessage
  1341. player.addPerk MS08RewardPerk
  1342. set MS08Fin.endSceneType to 1
  1343. set MS08Fin.endSceneStage to 1
  1344. RewardKarma -200
  1345. if MS08.finishedXPAwarded == 0
  1346. rewardxp 300
  1347. set MS08.finishedXPAwarded to 1
  1348. endif
  1349. addachievement 20
  1350. setQuestobject MS08AndroidComponent 0SCRO  SCRO ›N SCRO ÆÅ SCRO \M SCRO ó; SCRO … DIAL} ’W G  EDID MS08HarknessEnd3c QSTI ›N FULLC Das ist Ihre Entscheidung. Sie werden sicher die richtige treffen. PNAM HBDATA GRUPë ’W 
  1351. H … INFO» °W G  DATA QSTI ›N PNAM TRDT  2 ÍÍÍ  NAM1— Je mehr ich drüber nachdenk, desto weniger gefällt mir die Aufnahme. Das Commonwealth scheint kein guter Ort für Leute - Androiden - wie mich zu sein. NAM2 NAM3 TRDT   ÍÍÍ  NAM1’ Aber natürlich kann ich nicht hierbleiben, wo mich Zimmer jederzeit finden und meine wahre Identität aufdecken kann. Ich werde mir was überlegen. NAM2 NAM3 TRDT 
  1352. ÍÍÍ  NAM1Œ Danke für die Warnung. Hier, zum Zeichen meiner Dankbarkeit die beste Waffe, die ich je hatte. Mir kommt vor, als hätte ich sie schon ewig. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR  Š  SCDAŠ 
  1353. r s  3
  1354. r s  1  
  1355.  r n   
  1356.  r n(   nÈ    r sl 0 ==w  n, 
  1357. r sl  1
  1358. 
  1359.  r n SCTX$set MS08Fin.endSceneType to 3
  1360. set MS08Fin.endSceneStage to 1
  1361. player.addItem WeapUniqueA321PlasmaRifle 1
  1362. player.addItem AmmoMicroFusionCell 40
  1363. RewardKarma 200
  1364. if MS08.finishedXPAwarded == 0
  1365. rewardxp 300
  1366. set MS08.finishedXPAwarded to 1
  1367. endif
  1368. setQuestobject MS08AndroidComponent 0SCRO  SCRO ó; SCRO 9µ SCRO …D SCRO ›N SCRO … DIAL “W G  EDID MS08HarknessEnd3b QSTI ›N FULLE Sie sind mehr als "nur ne Maschine". Sie sind ein Wesen. Sie gehören PNAM HBDATA GRUPM “W 
  1369. H  INFO ¬W G@  DATA „ QSTI ›N PNAM TRDT  2 ÍÍÍ  NAM1^ Sie haben recht. Ich habe Freunde hier. Und Rivet City braucht mich zum Schutz der Bewohner. NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1’ Auch wenn sie es wüssten, sie kennen mich ja. Es wird ihnen egal sein, ob ich aus Fleisch und Blut bin oder aus künstlichen Teilen bestehe. Oder? NAM2 NAM3 TRDT 
  1370. ÍÍÍ  NAM1K Aber ich muss mich um Zimmer kümmern, auf die eine oder die andere Weise. NAM2 NAM3 TRDT  K ÍÍÍ  NAM1– Danke für die Warnung. Hier, zum Zeichen meiner Dankbarkeit die beste Waffe, die ich je hatte. Und es kommt mir so vor, als hätte ich sie schon ewig. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR  Š  SCDAŠ 
  1371. r s  2
  1372. r s  1  
  1373.  r n   
  1374.  r n(   nÈ    r sl 0 ==w  n, 
  1375. r sl  1
  1376. 
  1377.  r n SCTX$set MS08Fin.endSceneType to 2
  1378. set MS08Fin.endSceneStage to 1
  1379. player.addItem WeapUniqueA321PlasmaRifle 1
  1380. player.addItem AmmoMicroFusionCell 40
  1381. RewardKarma 200
  1382. if MS08.finishedXPAwarded == 0
  1383. rewardxp 300
  1384. set MS08.finishedXPAwarded to 1
  1385. endif
  1386. setQuestobject MS08AndroidComponent 0SCRO  SCRO ó; SCRO 9µ SCRO …D SCRO ›N SCRO … KNAM » DNAM  DIAL„ ”W G@  EDID MS08HarknessEnd3a QSTI ›N FULLJ Man wird Sie umbringen, wenn das rauskommt. Sie gehören ins Commonwealth. PNAM HBDATA GRUP. ”W 
  1387. H  INFOþ §W G@  DATA … QSTI ›N PNAM TRDT  2 ÍÍÍ  NAM1— Sie haben recht. Hier ist es nicht sicher. Ich weiß nicht, was mich im Norden erwartet, aber nach dem, was Zimmer erzählt, klingt es wie das Paradies. NAM2 NAM3 TRDT 
  1388. ÍÍÍ  NAM1– Wenn er so einen Aufwand betreibt, um mich bzw. mein anderes Ich zu finden, kann ich ihm nicht egal sein. Ich gehe zurück zu Zimmer und fange neu an. NAM2 NAM3 TRDT  K ÍÍÍ  NAM1“ Danke, dass Sie mir geholfen haben, die richtige Entscheidung zu treffen. Hier, zum Zeichen meiner Dankbarkeit. Die beste Waffe, die ich je hatte. NAM2 NAM3 TRDT 2 ÍÍÍ ÍÍÍNAM1= Sagen Sie Zimmer, dass ich bereit bin, nach Hause zu kommen. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR  q  SCDAq   
  1389.  r n   
  1390.  r n( 
  1391. r sr  1   r sl 0 ==w  n, 
  1392. r sl  1
  1393. 
  1394.  r n SCTXü player.addItem WeapUniqueA321PlasmaRifle 1
  1395. player.addItem AmmoMicroFusionCell 40
  1396. set MS08.harknessWaitingForZimmer to 1
  1397. if MS08.finishedXPAwarded == 0
  1398. rewardxp 300
  1399. set MS08.finishedXPAwarded to 1
  1400. endif
  1401. setQuestobject MS08AndroidComponent 0SCRO  SCRO 9µ SCRO …D SCRO ›N SCRO … KNAM » DNAM  DIAL~ –W G  EDID MS08HarknessEnd2 QSTI ›N FULLE Keine Sorge, Harkness. Ihr Geheimnis ist bei mir in sicheren Händen. PNAM HBDATA GRUPœ –W 
  1402. H … INFOl ±W G DATA QSTI ›N PNAM TRDT 
  1403. ÍÍÍ  NAM1‹ Danke. Ich bin mir wirklich nicht sicher, wie die Leute reagieren würden, wenn sie wüssten, dass ich ... na ja, kein richtiger Mensch bin. NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1r Hier ist ein kleines Zeichen meiner Dankbarkeit. Die beste Waffe, die ich je hatte. Und ich habe sie schon lange. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR  n  SCDAn   
  1404.  r n   
  1405.  r n(   nÈ    r sl 0 ==w  n, 
  1406. r sl  1
  1407. 
  1408.  r n SCTXå player.addItem WeapUniqueA321PlasmaRifle 1
  1409. player.addItem AmmoMicroFusionCell 40
  1410. RewardKarma 200
  1411. if MS08.finishedXPAwarded == 0
  1412. rewardxp 300
  1413. set MS08.finishedXPAwarded to 1
  1414. endif
  1415. setQuestobject MS08AndroidComponent 0SCRO  SCRO 9µ SCRO …D SCRO ›N SCRO … DIAL‰ —W G  EDID MS08HarknessEnd1c QSTI ›N FULLO Ist Gewalt wirklich notwendig? Kann man ihn nicht einfach ... vom Boot werfen? PNAM HBDATA GRUPá —W 
  1416. H … INFO± ¤W G@ DATA QSTI ›N PNAM TRDT   ÍÍÍ  NAM1s Ich denke mal, wenn ich mich anstrenge, kann ich ein paar Anschuldigungen gegen ihn erheben und ihn rauswerfen ... NAM2 NAM3 TRDT  2 ÍÍÍ  NAM1 Ich möchte Ihnen für die Warnung vor Zimmer danken. Und für Ihre Diskretion. Hier ist ein kleines Zeichen meiner Dankbarkeit. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR  ‚  SCDA‚   "   "   
  1417.  r n   
  1418.  r n(   nÈ    r sl 0 ==w  n, 
  1419. r sl  1
  1420. 
  1421.  r n SCTX
  1422. ZimmerRef.disable
  1423. ArmitageRef.disable
  1424. player.addItem WeapUniqueA321PlasmaRifle 1
  1425. player.addItem AmmoMicroFusionCell 40
  1426. RewardKarma 200
  1427. if MS08.finishedXPAwarded == 0
  1428. rewardxp 300
  1429. set MS08.finishedXPAwarded to 1
  1430. endif
  1431. setQuestobject MS08AndroidComponent 0SCRO Sç SCRO ¯ç SCRO  SCRO 9µ SCRO …D SCRO ›N SCRO … DIALg ˜W G@  EDID MS08HarknessEnd1b QSTI ›N FULL- Manchmal muss man die bösen Jungs umbringen. PNAM HBDATA GRUP§ ˜W 
  1432. H … INFOw ¾W G@ DATA QSTI ›N PNAM TRDT  2 ÍÍÍ  NAM1‘ Danke für die Warnung wegen Zimmer und für die Diskretion. Hier ist ein kleines Zeichen meiner Anerkennung. Die beste Waffe, die man haben kann. NAM2 NAM3 TRDT 2 ÍÍÍ ÍÍÍNAM1† Aber tun Sie mir den Gefallen und ballern Sie auf meinem Schiff nicht wild durch die Gegend. Schüsse auf dem Boot machen mich nervös. NAM2 NAM3 TRDT  K ÍÍÍ  NAM1Z Außer, ich feuere sie selbst ab, zum Beispiel auf gefährliche Diebe aus dem Commonwealth. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR  Š  SCDAŠ 
  1433. r s  2
  1434. r s  1  
  1435.  r n   
  1436.  r n(   nÈ    r sl 0 ==w  n, 
  1437. r sl  1
  1438. 
  1439.  r n SCTX$set MS08Fin.endSceneType to 2
  1440. set MS08Fin.endSceneStage to 1
  1441. player.addItem WeapUniqueA321PlasmaRifle 1
  1442. player.addItem AmmoMicroFusionCell 40
  1443. RewardKarma 200
  1444. if MS08.finishedXPAwarded == 0
  1445. rewardxp 300
  1446. set MS08.finishedXPAwarded to 1
  1447. endif
  1448. setQuestobject MS08AndroidComponent 0SCRO  SCRO ó; SCRO 9µ SCRO …D SCRO ›N SCRO … DIALn ™W G@  EDID MS08HarknessEnd1a QSTI ›N FULL4 Ich hoffte eigentlich, dass ich ihn umbringen darf. PNAM HBDATA GRUPº ™W 
  1449. H … INFOŠ ¼W G@
  1450. DATA QSTI ›N PNAM TRDT 2 ÍÍÍ  NAM1„ Hmmm ... Er ist eine Bedrohung für die Sicherheit, nicht wahr? Nun gut, ich gebe Ihnen die Erlaubnis, Doktor Zimmer hinzurichten. NAM2 NAM3 TRDT 
  1451. ÍÍÍ  NAM1– Glauben Sie nicht, dass Sie nun auf alles schießen dürfen, was sich bewegt. Nur auf Zimmer und seinen Leibwächter, wenn er Ihnen in die Quere kommt. NAM2 NAM3 TRDT 2 ÍÍÍ  NAM1– Hier, nehmen Sie meine Waffe. Ich hatte sie mein ganzes Leben lang und sie hat mich nie hängen lassen. Sehen Sie sie als Zeichen meiner Anerkennung. NAM2 NAM3 CTDA €?H ªV SCHR  NEXT SCHR ²  SCDA² 
  1452. r s  1  €  r   €  r 
  1453.  r n 
  1454.  r n   
  1455.  r n   
  1456.  r n(   nÈ    r
  1457. sl 0 ==w  n, 
  1458. r
  1459. sl  1
  1460. 
  1461.  r n SCTXžset MS08Fin.playerOkayToKillZimmer to 1
  1462. ZimmerRef.removeFromFaction RCResidentFaction
  1463. ArmitageRef.removeFromFaction RCResidentFaction
  1464. setEssential Zimmer 0
  1465. setEssential Armitage 0
  1466. player.addItem WeapUniqueA321PlasmaRifle 1
  1467. player.addItem AmmoMicroFusionCell 40
  1468. RewardKarma 200
  1469. if MS08.finishedXPAwarded == 0
  1470. rewardxp 300
  1471. set MS08.finishedXPAwarded to 1
  1472. endif
  1473. setQuestobject MS08AndroidComponent 0SCRO Sç SCRO ¯ç SCRO  SCRO ó; SCRO Ùy SCRO ¹V SCRO ®ç SCRO 9µ SCRO …D SCRO ›N SCRO … DIALb > G\  EDID BigtownTownBittercupandFlash QSTI o FULL BigtownTownBittercupandFlash PNAM HBDATA GRUPé > 
  1474. H  INFO¹ W G\  DATA „ QSTI o PNAM V TRDT  2 ÍÍÍ ÍÍÍNAM1” Ich hab ihr gesagt, dass es hier sicher ist. Wie konnte ich wissen, dass alles gelogen war? Sie hat mich fallen gelassen und als Lügner beschimpft. NAM2 NAM3 TRDT  2 ÍÍÍ ÍÍÍNAM1• Okay, ich habe mich selbst belogen! Aber das war ihr egal. Dann fing sie an, mit Flash auszugehen und wurde ganz komisch. Zum Glück bin ich sie los! NAM2 NAM3 CTDA .  *€ CTDA .   CTDA €?H ly CTDA €?O o  SCHR  NEXT SCHR  RNAM2 Sie sind mit Bittercup hierher gekommen, richtig? KNAM » DNAM  DIALf å GD  EDID DialogGirdershadeTLGrady04Nice QSTI Ž FULL Klar. Bitte schön. Ist gratis. PNAM HBDATA GRUP? å 
  1475. H Ž INFO ó GD  DATA QSTI Ž PNAM TRDT  Z 5m+  NAM1g Das ist wirklich sehr großzügig von Ihnen. Schließlich haben wir noch nie gemeinsam Geschäfte gemacht. NAM2 NAM3 TRDT  2 5m+  NAM1X Aber es ist schon nett, dass Sie stattdessen an niemand anderen verkaufen. Vielen Dank. NAM2 NAM3 CTDA €?H ሠSCHR  NEXT SCHR    SCDA   R
  1476.  r n   n2 SCTX5 Player.RemoveItem MS04AmorousAttire 1
  1477. RewardKarma 50SCRO  SCRO Ž DIALk ç GD  EDID DialogGirdershadeTLGrady04SC QSTI Ž FULL& Ich verkauf's ... für 300 Kronkorken. PNAM HBDATA GRUPÔ ç 
  1478. H  INFO¤ ù GD  DATA „ QSTI Ž PNAM TRDT  Z   NAM1U Gut, gut. Dafür mach ich doch alles. Hier sind Ihre Kronkorken, und jetzt her damit. NAM2 NAM3 CTDA €?H ሠSCHR  NEXT SCHR  $  SCDA$   R
  1479.  r n   
  1480.  r n, SCTXA Player.RemoveItem MS04AmorousAttire 1
  1481. Player.AddItem Caps001 300SCRO  SCRO Ž SCRO  KNAM » DNAM  DIAL` ë GD  EDID DialogGirdershadeTLGrady05 QSTI Ž FULL Moment. Das kostet aber was. PNAM HBDATA GRUP9 ë 
  1482. H  INFO  ø GD  DATA QSTI Ž PNAM TRDT  P   ‹s+NAM1! Durchtrieben, sehr durchtrieben. NAM2 NAM3 TRDT  2   ‹s+NAM1{ Okay. Da ich Grady sowieso bezahlen wollte - hier sind die Kronkorken, die ich ihm schulde. Lassen Sie mich jetzt in Ruhe. NAM2 NAM3 CTDA €?H ሠSCHR  NEXT SCHR  $  SCDA$   R
  1483.  r n   
  1484.  r nÈ SCTXA Player.RemoveItem MS04AmorousAttire 1
  1485. Player.AddItem Caps001 200SCRO  SCRO Ž SCRO  DIALV ì GD  EDID DialogGirdershadeTLGrady04 QSTI Ž FULL Klar. Bitte schön. PNAM HBDATA GRUP€ ì 
  1486. H  INFOP ÷ GD  DATA QSTI Ž PNAM TRDT  2   Jl+NAM1l He, vielen Dank dafür. Sie hätten sich schließlich auch stur stellen und an jemand anders verkaufen können. NAM2 NAM3 TRDT 2   Jl+NAM1\ Ach, zur Hölle, ich gebe Ihnen die restlichen Kronkorken. Die sollte sowieso Grady kriegen. NAM2 NAM3 CTDA €?H ሠSCHR  NEXT SCHR  /  SCDA/   R
  1487.  r n   
  1488.  r nÈ   n2 SCTXQ Player.RemoveItem MS04AmorousAttire 1
  1489. Player.AddItem Caps001 200
  1490. RewardKarma 50SCRO  SCRO Ž SCRO  GRUPƒ QUST
  1491. H QUSTS N G>  EDID MQ09 SCRI Xe FULL Der amerikanische Traum DATA < INDX INDX  QSDT CNAMb If the player has rescued Fawkes, he is moved outside Raven Rock, and set to wait for the player. SCHR  †  SCDA†     XT  r 0 ==   r s 1 ==  ž  r   ­   
  1492.  r n   î  r   
  1493.  r nd   !   SCTX‰if (getDeadCount MQ08Fawkes == 0)
  1494. if (MQ08FawkesREF.Rescued == 1)
  1495. MQ08FawkesREF.moveto FawkesWaitMarker
  1496. MQ08FawkesREF.RemoveAllItems
  1497. MQ08FawkesREF.AddItem FollowersFawkesGatlingLaser 1
  1498. MQ08FawkesREF.EquipItem FollowersFawkesGatlingLaser
  1499. MQ08FawkesREF.AddItem AmmoElectronChargePackRobot 100
  1500. FollowersHireFawkesEnableMARKER.enable
  1501. endif
  1502. endifSCRO ÏÙ SCRO L{ SCRO NÓ SCRO nn SCRO 3£ SCRO ¯ INDX
  1503. QSDT SCHR  INDX  QSDT SCHR  ?  SCDA? 9
  1504.  r nÈ   Ý  n   r  nÿ £  r n n SCTXl SetStage MQ08 200
  1505. MQ08CaptureDoor.SetOpenState 0
  1506. MQ08CaptureDoor.Lock 255
  1507. SetObjectiveDisplayed MQ09 20 1SCRO {p SCRO ŽN SCRO N INDX  QSDT SCHR  &  SCDA& ¢  r n n £  r n n SCTXB SetObjectiveCompleted MQ09 20 1
  1508. SetObjectiveDisplayed MQ09 30 1
  1509. SCRO N INDX ( QSDT SCHR  4  SCDA4 
  1510. r s  1¢  r n n £  r n( n SCTXb Set RRFEVPanelRef.State to 1
  1511. SetObjectiveCompleted MQ09 30 1
  1512. SetObjectiveDisplayed MQ09 40 1
  1513.  
  1514. SCRO Ä· SCRO N INDX 2 QSDT SCHR  0  SCDA0 ¢  r n( n £  r n2 n   ! SCTXˆ SetObjectiveCompleted MQ09 40 1
  1515. SetObjectiveDisplayed MQ09 50 1
  1516.  
  1517. RRExteriorStage1TriggerREF.enable ;enables trigger outside of base
  1518. SCRO ¾¹ SCRO N INDX < QSDT SCHR    SCDA¢  r n2 n £  r n< n   ‰
  1519.  r n   ž  r   "   R
  1520.  r n   
  1521.  r n   
  1522.  r n   !   !  ! 
  1523. !  !  ! 
  1524. ! 
  1525. !    r s 1 ==w  nd   "      "   !      XT  r 0 ==   r s 1 ==  ^   ^   ^   6  r 9
  1526.  r n SCTX$SetObjectiveCompleted MQ09 50 1
  1527. SetObjectiveDisplayed MQ09 60 1
  1528. Player.SetFactionRank MQPlayerBOSAllyFaction 0
  1529. ElderLyonsRef.Moveto CitElderLyonsSuperviseLibertyPrimeMarker
  1530. MQ11ScribeDisableMarker.Disable
  1531. MQ01SarahRef.RemoveItem ArmorReconHelmet 1
  1532. PaladinKodiakRef.additem CondPowerArmorHelmetLyonsPride 1
  1533. CitadelBoSGuardRef1.additem CondPowerArmorHelmet 1
  1534.  
  1535. MQ11GateMarker.enable ; Ensure that Enclave gates are turned on near Purifier
  1536. MQ11WaitGate01.enable
  1537. MQ11WaitGate02.enable
  1538. MQ11WaitGate03.enable
  1539. MQ11WaitGate04.enable
  1540. MQ11Gate01ForcefieldsMarker.enable
  1541. MQ11Gate03ForcefieldsMarker.enable
  1542. MQ11Gate03ForcefieldsMarker.enable
  1543.  
  1544. if ( MQ09.RRDestroy == 1 )
  1545. RewardXP 100
  1546. NathanRef.Disable
  1547. else
  1548. CitBaileyRadioGNRRef.Disable
  1549. CitBaileyRadioENCRef.Enable
  1550. endif
  1551.  
  1552. if (getDeadCount MQ08Fawkes == 0)
  1553. if (MQ08FawkesREF.Rescued == 1)
  1554. FollowersHireFawkesEnclaveSoldiers03REF.evp
  1555. FollowersHireFawkesEnclaveSoldiers02REF.evp
  1556. FollowersHireFawkesEnclaveSoldiers01REF.evp
  1557. endif
  1558. endif
  1559.  
  1560. StartQuest MQ11
  1561. SetStage MQ11 1SCRO  SCRO æ SCRO j5
  1562. SCRO OÔ SCRO ê SCRO Þ SCRO ~è SCRO Ù SCRO Û SCRO &
  1563.  SCRO -ú SCRO ÷Æ SCRO ýÆ SCRO W; SCRO ‰V SCRO ŠV SCRO K{ SCRO E{ SCRO D{ SCRO N SCRO µ SCRO , SCRO ­Ž SCRO ó
  1564. SCRO uÑ SCRO NÓ SCRO ÏÙ SCRO ‘N INDX È QSDT CNAM SCHR  T  SCDAT ¢  r n< n 7  r   r f  G 1 +
  1565. r s5  1w  nL J  n SCTX¿ SetObjectiveCompleted MQ09 60 1
  1566. StopQuest MQ09
  1567. Set RadioGalaxyNewsQuest.MQ09Clear to ( GameDaysPassed + 1 )
  1568. Set RadioGalaxyNewsQuest.ExploitReady to 1
  1569. RewardXP 1100
  1570. addachievement 12
  1571. SCRO N SCRO †$ SCRO 9 QOBJ
  1572. NNAM Aus dem Stuhl freikommen. QOBJ  NNAM Ausrüstung aus dem Spind holen. QSTA ° QOBJ  NNAM' Präsident Eden in seinem Büro treffen. QSTA Ä· QOBJ ( NNAM) Die Ampulle modifiziertes FEV mitnehmen. QSTA Ä· QOBJ 2 NNAM& Aus dem Enklavenstützpunkt entkommen. QSTA Rã CTDA  €?C ;…   CTDA  €?C :…   CTDA  €?C 9…   CTDA  €?C ñà   QOBJ < NNAM8 Beim Ältesten Lyons in der Zitadelle vorstellig werden. QSTA æ 
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