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1.3.3.31

250 Results For AVIF:DESC 250 Max
0 - Aldridge is alive 1 - Aldridge is dead
0 - Aldridge killed himself (suicide) Player killed Aldridge... 1 - Attacked him outright. Didn't enter scene. 2 - Provoked Aldridge into attacking. 3 - Convinced Aldridge to let them kill him. 4 - Lost patience and chose a combat option. Player lied to Aldridge... 5 - Killed Aldridge after saying they'd let him live.
0 - Default. No choice has been made. 1 - Nice to meet you. 2 - Appalachia is big. 3 - Vault 76 was here first.
0 - General / No specific room 1 - Atrium 2 - Cryo Wing 3 - Diorama Room 1 "Cabin" (Research Wing) 4 - Diorama Room 2 "Mine" (Research Wing) 5 - Diorama Room 3 "Swamp" (Research Wing) 6 - Diorama Room 4 "Industrial" (Research Wing) 7 - Engineering Wing 8 - Mainframe Wing 9 - Foyer 10 - Overseer's Office (M2 only) 11 - Research Wing
0 - General / No specific room 1 - Atrium 2 - Cryo Wing 3 - Diorama Room 1 "Cabin" (Research Wing) 4 - Diorama Room 2 "Mine" (Research Wing) 5 - Diorama Room 3 "Swamp" (Research Wing) 6 - Diorama Room 4 "Industrial" (Research Wing) 7 - Engineering Wing 8 - Mainframe Wing 9 - Foyer 10 - Overseer's Office (M2 only) 11 - Research Wing
0 - Launch Cards 1 - Launch Codes 2 - Silos 3 - Fallout
0 - Not in any room 1 - Agriculture Wing 2 - Atrium 3 - Community Council Chamber 4 - Engineering Wing 5 - GECK Wing 6 - Pump Control Room 7 - Residential Wing
0 - Player has hit none of Mort's custom greetings 1 - Player dealt with Roper 2 - Player brought back Polly and Sol 3 - Player dealt with Crane
0 - Player has not made choice 1 - Player chose Foundation is weak. +Crater 2 - Player chose don't have to listen. -Crater
0 - Player has not made choice 1 - Player chose good parent. +Crater
0 - Player has not made choice 1 - Player chose stupid mistakes. -Crater
0 - Player hasn't finished Objectives for MTNS05 1 - Player needs to return Holotape
0 - Player hasn't hit a checkpoint in the quest yet 1 - Player has been directed to activate the tutorials 2 - Player has completed the tutorials
0 - Player hasn't started EN05 1 - Player given task to collect uniform 2 - Player collected uniform 3 - Player checked-in while wearing uniform
0 - Player hasn't started EN05 1 - Player given task to collect uniform 2 - Player collected uniform 3 - Player checked-in while wearing uniform
0 - Player hasn't started quest 20 - Player resolved the scene with Batter (used change Duchess' package) 25 - Player got to Duchess' first loop in her scene 30 - Player was offered the chance to help Duchess
0 - Player hasn't started quest 5 - Player finished the intro scene 50 - Player directed back to Duchess
0 - Player said they'd lie to Meg for Aldridge. 1 - Player said they'd tell Meg the truth.
0 - Player said to avoid emotions 1 - Player said to take it all in
0 = Available 1 = On Cooldown
0 = cap min of related Reputation_AV to just above the Hostile tier. 1 = allow it drop into the hostile tier.
0 = cap min of related Reputation_AV to just above the Hostile tier. 1 = allow it drop into the hostile tier.
0 = Default, no decision made 1 = Athena is saved 2 = Athena is dead
0 = Default. 1 = Aubrie alive in cave. 2 = Aubrie dead in cave.
0 = Don't have to deal with Johnny's Betrayal 1 = Need to deal with Johnny's Betrayal
0 = Fisher did not give the player a stimpak 1 = Fisher gave the player a stimpak
0 = Fisher did not lie to the Player 1 = Fisher lied to the Player
0 = Gail should not be in the booth 1 = Gail should be in the booth
0 = Gold Choice hasn't been checkpointed yet 1 = Gold Choice has been checkpointed.
0 = Hasn't chosen the option yet 1 = Has chosen the Int 12 option 2 = Has received the High Int Rock
0 = Hasn't chosen the option yet 1 = Has chosen the Int 8 option 2 = Has received the Medium Int Rock
0 = in Pod 1 = Out of Pod
0 = in Pod 1 = Out of Pod
0 = Johnny didn't die 1 = Player lied to Meg about Johnny being a hero 2 = Player told the truth about his betrayal 3 = Player told the truth about eliminating him from the share of gold 4 = Player told Meg that he died in the Security Room
0 = Johnny is friendly 1 = Johnny turned hostile
0 = Johnny should not be in the robbery furniture 1 = Johnny should be in the robbery furniture
0 = Johnny was not killed by the turrets 1 = Johnny was killed by the turrets
0 = Last/No Place 1 = Not Last Place, but not first 2 = First Place
0 = Last/No Place 1 = Not Last Place, but not first 2 = First Place
0 = Lev's Hideout is not active 1 = Lev's Hideout is active
0 = No walls were blown up 1 = Wall 1 was blown up 2 = Floor Trap was activated 3 = Wall 2 was blown up
0 = Normal 1 = Subway 2 = Police 3 = Fire 4 = Medic 5 = Construction
0 = Not a Scout; 1 = Tadpole; 2 = Possum
0 = not present 1 = present
0 = not present 1 = present
0 = not present 1 = present
0 = not present 1 = present
0 = not present 1 = present
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = NPC is in the Crater Core 1 = NPC is Away
0 = Nuka-Cola Vaccinated 1 = Nuka-Cola Scorched 2 = Nuka-Cola My Blood's In It
0 = Plant 1 = Animal
0 = Player did not hack Fisher's Terminal 1 = Player Hacked Fisher's Terminal
0 = Player did not kill Rocco 1 = Player killed Rocco 2 = Player let Rocco go
0 = Player did not speak to Gail 1 = Player spoke with Gail
0 = Player didn't listen to it 1 = Player listened to it
0 = Player didn't listen to it 1 = Player listened to it
0 = Player didn't read the holotape. 1 = Player read the holotape.
0 = Player easily let Aubrie go home. 1 = Player tried to make Aubrie stay, but Aubrie left anyway.
0 = Player has completed no Raider quests 0.5 = Player has Boosted Rose's Radio 1 = Player has completed the intro Raider quest, MTNS01_Intro 2 = Player has completed MTNM01_Mayhem 3 = Player has completed MTNL01_Raiders
0 = Player has not completed the mine 1 = Player completed the mine
0 = Player has NOT seen the entrance to Vault 79 1 = Player has seen the entrance to Vault 79 This is for tracking if the player has been to Vault 79 prior to the main quest line.
0 = Player hasn't collected flight recorder 1 = Player has Used to manage the client-side state of the flight recorder object
0 = Player hasn't heard Rose's stage 150 Broadcast 1 = Player has heard Rose's stage 150 Broadcast
0 = RaRa will not open other doors for the player 1 = RaRa will open the other doors for the player 2 = The Player wants RaRa to open the doors, but she won't
0 = Romance is off 1 = Romance is on
0 = Romance is off 1 = Romance is on
0 = Romance is off 1 = Romance is on
0 = Romance is off 1 = Romance is on 2 = Breakup
0 = Romance not done 1 = Romance done
0 = simulation not started 1 = robots say they're not ready yet 2 = simulation in progress 3 = simulation completed
0 = The Player did not kill Kogan 1 = The Player spoke to Kogan 2 = The Player killed Kogan
0 = The player did not promise to kill Lou 1 = The player promised to help kill Lou
0 = uncharmed, 1 = charmed by player (used by condition on a followplayer package)
0 == no longer upset 1 == upset (for a short period of time) 2 == extremely upset (for a long period of time) The player recently did something that the Companion did not like. Useful for conditionalizing cheery and happy hellos and idles not to play. 1 happens whenever they take negative affinity, 2 is set for things like murder
0 if the player can still catch the scorched disease 1 if the player has been immunized
0=Didn't get the Overload Program 1=Picked it up
0=Never Noticed 1=Noticed
0=Player spawned nothing 1=Player spawned wave
0=Player spawned nothing 1=Player spawned wave
0=Player spawned nothing 1=Player spawned wave
0=Unset 1=S 2=P 3=E 4=C 5=I 6=A 7=L
0=Unset 1=S 2=P 3=E 4=C 5=I 6=A 7=L
0=Unset 1=S 2=P 3=E 4=C 5=I 6=A 7=L
0=Unset 1=S 2=P 3=E 4=C 5=I 6=A 7=L
0=Unset 1=S 2=P 3=E 4=C 5=I 6=A 7=L
1 - Heavy Load 2 - Light Load 3 - Optimal Clean 4 - Delicates 5 - Whites and Linens
1 - Hot 2 - Medium 3 - Cold
1 - Player has broken into one of the show rooms. 2 - Player has heard Skinner's line informing them he knows
1 = Aggressive, 2 = Standard, 3 = Empathetic
1 = Player is currently on EN07_MQ_CodeHunt
1 = Quest is done.
1 = Raiders, 2 = Settlers
1-Lied 2-Didn't tell about father 3-Told everything
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A "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% higher chance of getting disease (worse for player)
a value of +10 means 10% lower chance of getting disease (better for player). Max needs to cap at 100 so that spell magnitudes never go negative.
a value of +10 means 10% more xp (better for player)
Actor value for LC129 Trick or Treat? daily
Actor value for LC129 Trick or Treat? to track whether quest is completed once for end quest dialogue
Actor value for MTNS05_Voices daily
Actor value for MTR04_Chow daily
Actor value for MTR04_Dross daily
Actor value for MTR04_Lucky daily
Actor value for SFS02_Play daily
Actor value for SFZ03_Queen daily
Actor value for SFZ04_Waste daily
Actor value for SFZ14_Bomb daily
Actor value for SFZ14_Bomb daily




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