SCRIPTS.LST (Fallout)

obj_dude.int ; player script -- was cr_dialg.int ; Testing # local_vars=0
elder.int ; The Elder from Shady Sands # local_vars=10
barter.int ; The Barterman from Shady Sands # local_vars=10
bguard.int ; Only a bodyguard from Shady Sands for the Barterman # local_vars=5
cow.int ; It's just a cow. # local_vars=3
MoatGrd.int ; Moat guard for the Gunrunners # local_vars=10
guard.int ; Guard from Shady Sands # local_vars=5
loser.int ; The loser from Shady Sands # local_vars=5
pleasant.int ; The pleasant peasant from Shady Sands # local_vars=5
GunRnr.int ; generic gunrunner # local_vars=9
map_init.int ; Map for the Vault for the E3 demo # local_vars=0
radscorp.int ; Radiation Scorpions near Shady Sands # local_vars=4
mutant2.int ; Invisible Mutants # local_vars=11
sswell.int ; Shady Sands well # local_vars=5
set.int ; Set, the leader of Necropolis # local_vars=15
harry.int ; Harry the Super mutant # local_vars=10
stimpack.int ; Stimpack script to heal players when used # local_vars=0
cover.int ; A cover for the Manhole # local_vars=4
manhole.int ; A manhole that leads to the Necropolis Sewers # local_vars=4
ladder.int ; Ladder leading down to the Necropolis Sewers # local_vars=5
chair.int ; A chairs in the hotel which you shouldn't sit on # local_vars=0
coke.int ; Nuka-Cola machine which lucky players can get money # local_vars=6
computer.int ; A broken computer in the managers office. # local_vars=2
dead.int ; Look at the dead bodies, daddy # local_vars=2
desk.int ; Standard, Master-issued desk, complete with nothing # local_vars=0
1dedgul1.int ; Dead ghouls (?) # local_vars=0
1molrat1.int ; Mole Rat in Necropolis (?) # local_vars=1
1manhol1.int ; Manhole to get to the Sewers in Necropolis (?) # local_vars=0
1ladder1.int ; Ladder for the Manhole in Necropolis (?) # local_vars=0
ghoul.int ; Ghoul manager of the Necropolis hotel # local_vars=9
alphhotl.int ; Map Script for Pre-Alpha demo # local_vars=0
genghoul.int ; Generic Ghoul from Necropolis # local_vars=11
Aradesh.int ; Aradesh NPC from Shady Sands # local_vars=15
Brahmin.int ; Brahmin (cows) from Junktown who just stand there # local_vars=1
Cougar.int ; Doc Morbid's Assistant, Cougar, from Junktown # local_vars=9
Flash.int ; Doc Morbid's Assistant, Flash, from Junktown # local_vars=13
JtGenGrd.int ; Generic guards from Junktown # local_vars=15
JtPeasnt.int ; Generic peasants from Junktown # local_vars=7
Butch.int ; Butch, leader of some merchants in Hub # local_vars=20
Cabbot.int ; Cabbot, the initiate from the Brotherhood of Steel # local_vars=12
Childmem.int ; Children of the Cathedral member # local_vars=11
Decker.int ; Decker, the head of the Hub Underground # local_vars=25
Elder.int ; The Elder of Shady Sands # local_vars=10
Gizmo.int ; Gizmo, the casino owner in Junktown # local_vars=13
Harold.int ; Harold, the old mutant from the Hub # local_vars=20
Jain.int ; Jain, Priestess of the Children of the Cathedral # local_vars=13
Killian.int ; Killian, law enforcement in Junktown # map_init # local_vars=27
Laura.int ; Laura, the spy for the Followers of the Apocalypse # local_vars=20
Loxley.int ; Loxley, head of the Thieve's Guild in the hub # local_vars=17
Lt.int ; The Lieutenant of the Master's army # local_vars=13
Master.int ; The general Bad guy of the entire game # map_init # local_vars=14
Maxson.int ; General John Maxson, High Elder of the Brotherhood of Steel # local_vars=21
Morph.int ; Morpheus (not relation to Orpheus) of the Children (power hungry) # local_vars=15
Nicole.int ; Yes, it is the same Nicole from the Followers of the Apocalypse # local_vars=11
Over.int ; The great Overseer of Vault 13 (chicken) # local_vars=22
Rhombus.int ; Rhombus, the Armsmaster for the Brotherhood of Steel # local_vars=18
Tandi.int ; Tandi, the minx from Shady Sands # map_init # local_vars=15
Vree.int ; Vree, the Scribe from the Brotherhood of Steel # map_init # local_vars=15
1MoleRat.int ; Mole Rat Boss (nasty guy) # local_vars=0
AirLock.int ; Open this Airlock, and we all look at space # local_vars=5
Barry.int ; Barry the Super Mutant # local_vars=10
DeadComp.int ; Capt'n, the Computer's dead. # local_vars=1
Door.int ; Sorry, the door has a lock on it. Try to pick it. # map_init # local_vars=3
Ganger.int ; I'm afraid of all these Ganger ghouls. # local_vars=8
Gary.int ; Uh oh. It's Gary the Super Mutant # local_vars=9
Generic.int ; Hey Mom! Look at the generic Ghouls # local_vars=10
GenGhoul.int ; Hey Mom! Look at the generic Ghouls # local_vars=8
GenGlow1.int ; It's a Generic Glowing One # local_vars=5
GhDead.int ; It's a dead ghoul that we see here. # local_vars=3
GhDorGrd.int ; Ghoul Door Guard. # local_vars=8
GhGenDed.int ; Generic dead ghouls for Necropolis. # local_vars=1
GhGuard.int ; Ghoul guard for Set. # local_vars=8
Ghoul.int ; The ghoul manager of the Necropolis hotel. # local_vars=7
GhRefuge.int ; Ghoul Refugee hiding the the Zombie hideout # local_vars=8
GhZero.int ; A ghoul guard # local_vars=7
GlowOne.int ; Glowing Ones that are caged by Set. # local_vars=5
Groundr.int ; Necropolis Undergrounders # local_vars=9
Guard.int ; Guard from Shady Sands # local_vars=5
Harry.int ; Harry the Super mutant with many lines # local_vars=10
Larry.int ; Larry the Super Mutant # local_vars=10
Leader.int ; The ghoul leader in Necropolis (Ganger?) # local_vars=8
Manager.int ; The Ghoul hotel manager # local_vars=8
Mangled.int ; Some mangled bodies in Necropolis. # local_vars=0
Meander.int ; Some meandering ghouls # local_vars=9
Mutant2.int ; The invisible mutants. # local_vars=11
NH2OComp.int ; Necropolis Water Computer # local_vars=6
NH2OPump.int ; Necropolis Water Pump # local_vars=6
OddWall.int ; There is something odd about this wall in Necropolis # local_vars=2
Prisonr.int ; Prisoner of the Super Mutants in Necropolis # local_vars=10
Sally.int ; Sally the male Super Mutant (sex change??) # local_vars=7
graffiti.int ; generic graffiti on the walls # local_vars=1
SetColer.int ; Cooler in Set's room which has goodies. # local_vars=5
SetDesk.int ; Set's desk which has a note on it # local_vars=2
SetDoor1.int ; Door to Set's room that is trapped # local_vars=5
SetGuard.int ; Guards to protect Set from Harm. # local_vars=5
SetSctDr.int ; Set's Secret Door. # local_vars=5
Smell.int ; It's an odd smell in Necropolis (must be ghouls?) # local_vars=1
StimPack.int ; A stim pack to heal you # local_vars=0
StoreRom.int ; Spacial script for the Necropolis store room # local_vars=1
Super.int ; Super Mutants from the city Necropolis # local_vars=8
Terry.int ; Terry the Super Mutant (fly away) # local_vars=8
Garret.int ; Set's lacky in Necropolis # map_init # local_vars=11
Gretch.int ; Gretch, Doctor Morbid's Assistant # local_vars=13
Morbid.int ; Doctor in Junktown known for taking body parts # local_vars=17
Dumar.int ; Dumar, Acrolyte of the Children # local_vars=6
Barstow.int ; Zack Barstow, Initiate of the Children # local_vars=6
Genint.int ; generic initiates for Children # local_vars=6
JChidMem.int ; Junktown Children of the Cathedral Member # local_vars=11
Lookout.int ; Necropolis Undergrounder Lookout # local_vars=7
MachIV.int ; Mach IV computer in Buried Vaul that is broken # local_vars=0
BlkRoom.int ; Spacial to say the room is blocked in the Buried Vault # local_vars=1
RndDesrt.int ; Random Encounter Desert Map # local_vars=0
TGuard.int ; Tower Guard for Shady Sands # local_vars=11
cook.int ; A cook from Shady Sands kitchen # local_vars=7
citizen.int ; Random Citizen from Shady Sands # local_vars=6
HousChar.int ; A chair in the House of a citizen from Shady Sands # local_vars=0
AgathBed.int ; Bed in Agatha's room from Shady Sands # local_vars=0
RozBed.int ; Bed in Razlo's room from Shady sands # local_vars=0
Wife.int ; Razlo's wife from Shady Sands # local_vars=7
SDresser.int ; Dresser for Razlo or Agatha in Shady Sands # local_vars=0
ShadyRug.int ; Generic Rugs in Shady Sands # local_vars=0
SBokcase.int ; Shady Sands bookcase with books # local_vars=0
MuteJar.int ; A jar of Mutated Fruit from Shady Sands # local_vars=1
ShadDesk.int ; Desk in Aradesh's room from Shady Sands # local_vars=0
CookShel.int ; Shelf with food on them for the Kitchen in Shady Sands # local_vars=0
CookTabl.int ; Table in the Kitchen in Shady Sands which holds food. # local_vars=0
Fruit.int ; Mutated fruit in the Gardens of Shady Sands # local_vars=0
PenSmell.int ; Spacial script for the smell around the Brahmin Pen # local_vars=1
Razlo.int ; Razlo from Shady Sands. Local Healer # local_vars=20
ValtCtzn.int ; Vault 13 citizen with random lines # local_vars=10
ValtLock.int ; Vault 13 airlock. # local_vars=3
ValtMon.int ; Vault 13 Monitor in the Meeting Room # local_vars=0
CoreComp.int ; Central Core computers in Vault 13 # local_vars=0
LibComp.int ; Library computer in Vault 13 # local_vars=2
Assblow.int ; Guard in Junktown, real name is now Kalnor # local_vars=15
GenRaidr.int ; Generic Raiders # local_vars=12
Garl.int ; Garl from the Raiders' camp # local_vars=19
RaidPris.int ; Raider prisoner in the camp # local_vars=8
Petrox.int ; Petrox, a Raider from the camp # local_vars=7
Tolya.int ; Tolya, a Desert Raider # local_vars=10
Gwen.int ; One of Garl's "Advisors." She is mean. # local_vars=7
Diana.int ; One of the Raiders who repairs raider equipment. # local_vars=8
Alya.int ; High spirited female Raider # local_vars=7
LivingQ.int ; Spacial in the living quarters of the Buried Vault # local_vars=1
Meeting.int ; Spacial in the Meeting room of the Buried Vault # local_vars=2
BVStore.int ; Spacial in the Storage room of the Buried Vault # local_vars=1
BVLib.int ; Spacial in the Library of the Buried Vault. # local_vars=1
BVCore.int ; Spacial in the Central Core of the Buried Vault # local_vars=1
BVMeet.int ; Spacial in the Meeting room of Buried Vault (rat tunnel). # local_vars=1
BVLive.int ; Spacial in the Living Quarters of Buried Vault (key in chair). # local_vars=1
UndrBed.int ; Spacial in Living Quarters of Buried Vault (under bed) # local_vars=1
RubChip.int ; Spacial in Rubble of Buried Vault. Chip is buried # local_vars=1
RubCore.int ; Spacial in Rubble of Buried Vault. Core is buried # local_vars=1
BVAirL.int ; Spacial for Buried Vault. (Airlock) # local_vars=1
HallDed1.int ; Map script for Hall of Dead # local_vars=3
Gabriel.int ; Gabe, the leader of the GunRunners # local_vars=10
HiCraps.int ; Hi stakes craps game # local_vars=4
NUp2Dwn1.int ; jump from Ground-level to Sewers (Northern most) (Hall Dead) # map_init # local_vars=2
NUp2Dwn2.int ; jump from Ground-level to Sewers (Southern most) (Hall Dead) # map_init # local_vars=2
NDwn2Up1.int ; jump from Sewers to Ground-level (Northern most) (Hall Dead) # map_init # local_vars=2
NDwn2Up2.int ; jump from Sewers to Ground-level (Southern most) (Hall Dead) # map_init # local_vars=2
GateDemo.int ; Generic gate guard for the demo # local_vars=7
WtrGrd.int ; Water guard for Vault 13 # local_vars=9
WatrShed.int ; Map script for the Necrop Water # local_vars=3
NWUp2Dn1.int ; jump from Ground-level to Sewers (West) (Necrop Water Shed) # map_init # local_vars=2
NWUp2Dn2.int ; jump from Ground-level to Sewers (North) (Necrop Water Shed) # map_init # local_vars=2
NWUp2Dn3.int ; jump from Ground-level to Sewers (South) (Necrop Water Shed) # map_init # local_vars=2
Cindy.int ; Person getting rations from Vault 13 # local_vars=9
NWDn2Up1.int ; jump from Sewers to Ground-level (North) (Necrop Water Shed) # map_init # local_vars=2
NWDn2Up2.int ; jump from Sewers to Ground-level (West) (Necrop Water Shed) # map_init # local_vars=2
NWDn2Up3.int ; jump from Sewers to Ground-level (South) (Necrop Water Shed) # map_init # local_vars=2
Andrew.int ; Jail gaurd for the junktown cells # local_vars=4
HotelMap.int ; Map script for Necrop Hotel # local_vars=3
Lorraine.int ; Lorraine from the Boneyard # local_vars=8
NHUp2Dn1.int ; jump from Ground-level to Sewers (North) (Necrop Hotel) # map_init # local_vars=2
NHUp2Dn2.int ; jump from Ground-level to Sewers (West) (Necrop Hotel) # map_init # local_vars=2
NHUp2Dn3.int ; jump from Ground-level to Sewers (East) (Necrop Hotel) # map_init # local_vars=2
Officer.int ; Officer from Vault 13 # local_vars=7
NHDn2Up1.int ; jump from Sewers to Ground-level (North) (Necrop Hotel) # map_init # local_vars=2
NHDn2Up2.int ; jump from Sewers to Ground-level (West) (Necrop Hotel) # map_init # local_vars=2
NHDn2Up3.int ; jump from Sewers to Ground-level (East) (Necrop Hotel) # map_init # local_vars=2
RadSCave.int ; Map Script for Rad Scorpion Caves # local_vars=4
Seth.int ; Seth from Shady Sands to transport to Rad Scorpion Caves. # local_vars=11
Medic.int ; Medic from Vault 13. # local_vars=6
GenVault.int ; Generic Vault 13 dweller. # local_vars=8
JunkCas.int ; Map Script for Casino area in Junktown # local_vars=4
JunkKill.int ; Map Script for Killian's area in Junktown # local_vars=3
JunkEnt.int ; Map Script for Entrance to Junktown # local_vars=2
BLKROM.int ; blocked room in the buried vault # local_vars=1
BVAIR.int ; buried vault air lock # local_vars=1
BVCache.int ; cache of medical suppies in the buried vault # local_vars=1
BVEnt.int ; Buried Vault ENtrance # local_vars=1
ShadyEt.int ; Map Script for Shady Sands East # local_vars=7
ShadyWst.int ; Map Script for Shady Sands West # local_vars=7
MEDLAB.int ; medlab in front of the buried vault # local_vars=1
Shack.int ; Shack above the buried vault # local_vars=1
Seth2.int ; Seth from Rad Scorpion Caves to transport to Shady Sands # local_vars=7
scribeA.int ; Scribe from the brotherhood # local_vars=7
Vault13.int ; Map Script for Vault 13 # local_vars=3
BVElv1W.int ; Buried Vault Elevator. Level 1 West --> Level 2 East # local_vars=2
BVElv2E.int ; Buried Vault Elevator. Level 2 East --> Level 1 West # local_vars=2
BVElv2W.int ; Buried Vault Elevator. Level 2 West --> Level 3 # local_vars=2
BVElv3.int ; Buried Vault Elevator. Level 3 --> Level 2 West # local_vars=2
BVBroken.int ; Buried Vault. The elevator is broken # local_vars=1
BroHdEnt.int ; Map Script for Brotherhood of Steel Entrance # local_vars=3
RatPit.int ; Breeding Pit of rats in Vault 13 area # local_vars=2
FearDark.int ; Vault 13. If the player is afraid of the dark # local_vars=1
ValtLeav.int ; First time leaving Vault 13 # local_vars=1
ValtCupl.int ; Couple from Vault 13 who take your room # local_vars=7
YourRoom.int ; Spacial Script for your room. # local_vars=2
SSGuide.int ; Shady Sands Guide to help the player get started. # local_vars=11
LiteLeav.int ; Light showing from outside world # map_init # local_vars=2
ValtCore.int ; Spacial Script for Vault 13 Central Core # local_vars=2
VCompOp.int ; Water Computer in Vault 13 Operations Room # local_vars=1
ValtOp.int ; Spacial Script for Vault 13 Operations # local_vars=2
ValtSec.int ; Spacial Script for Vault 13 Security # local_vars=2
ValtStor.int ; Spacial Script for Vault 13 Storage # local_vars=2
ValtMeet.int ; Spacial Script for Vault 13 Meeting room # local_vars=2
ValtMed.int ; Spacial Script for Vault 13 Medical Lab # local_vars=2
JunkDemo.int ; Map Script for Junkdemo.Map (for demo) # local_vars=0
GuarDemo.int ; Junktown guard w/ pickpocket (for demo) # local_vars=5
WanRats.int ; Wandering, Hostile rats # local_vars=2
Flare.int ; flares to light the player's way # local_vars=1
ValEl1.int ; Vault 13 Elevator level 1 # local_vars=0
ValEl2w.int ; Vault 13 Elevator level 2 west # local_vars=0
ValEl2e.int ; Vault 13 Elevator level 2 east # local_vars=0
ValEl3.int ; Vault 13 Elevator level 3 # local_vars=0
Vaultbur.int ; Map Script for Buried Vault # local_vars=4
dog.int ; a dog that wanders around # local_vars=0
GhRndGrd.int ; Random Ghoul Guard in Necropolis # local_vars=8
GhKick.int ; Ghoul who is going to kick your... # local_vars=8
Mutant3.int ; Super Mutant in Hall Dead. Guards door (no move) # local_vars=9
Mutant4.int ; Super Mutant in Hall Dead. Guards door (paces/checks for dead mutant3) # local_vars=7
Mutant5.int ; Super Mutant in Necropolis (place holder) # local_vars=7
Ian.int ; Injured Shady Sands guard # local_vars=9
Curtis.int ; Shady Sands farmer # local_vars=9
Child.int ; a generic Child # local_vars=6
RaidMap.int ; Map Script for the Raider Camp # local_vars=5
MutFruit.int ; Mutated Fruits (heals but gives rad damage) # local_vars=0
RaidGrd.int ; Raider Guard # local_vars=11
Hunter.int ; Bounty Hunter collecting on the Child killer's head # local_vars=8
Dog2.int ; Dog that follows you around if you are Mad Maxx # local_vars=4
Duc.int ; Trader to Shady Sands # local_vars=10
RndCity.int ; Map Script for Random City encounter # local_vars=0
RndCoast.int ; Map Script for Random Coastal encounters # local_vars=0
RndMtn.int ; Map Script for Random Mountain encounters # local_vars=0
Gambler.int ; Gambler in Junktown who appears in The Hub later on. # local_vars=8
VaultEnt.int ; Map script for Vault Entrance # local_vars=7
Miles.int ; The chemist of Adytum # local_vars=8
Smitty.int ; Adytum's blacksmith # local_vars=8
Adytownr.int ; Generic script for an Adytowner # local_vars=9
Regulatr.int ; Generic Regulator, guard of Adytown # map_init # local_vars=10
Lorri.int ;from the Brotherhood # local_vars=13
Sammael.int ; Scav from Adytum # local_vars=8
Caleb.int ; Head of the Regulators from Adytum # local_vars=11
Taylor.int ; Shop keeper/trader from Adytum # local_vars=8
Julianna.int ; Julianna from the Adytum # local_vars=8
FolSchol.int ; A scholar from the Followers # local_vars=7
FolInit.int ; An initiate from the Follower # local_vars=6
FlSupMut.int ; Super Mutant in the Followers area # local_vars=7
ChidScol.int ; a scholar from the Children # local_vars=6
ChidInit.int ; An Initiate from the Children # local_vars=6
FolScout.int ; A Scout for the Followers # local_vars=9
FolGuard.int ; A Guard for the Followers # local_vars=7
ThSupMut.int ; Generic Thinker Super Mutant in the Boneyard # local_vars=8
Heather.int ; Heather, a spy for the Children # local_vars=7
Peter.int ; Head of the Follower's scouts # local_vars=7
Jake.int ; second in command of the Followers # local_vars=9
Orfeo.int ; Senior Children member in Boneyard # local_vars=8
Marney.int ; The Doctor/Nurse of the Followers # local_vars=9
Neil.int ; Neil, head of the Followers guard # local_vars=8
Amber.int ; teacher for the Followers # local_vars=10
Uthern.int ; Leader of the Super Mutant Scouts in Boneyard # local_vars=9
Talius.int ; A ghoul Follower in the Boneyard # local_vars=9
ChdGuard.int ; Generic Children guard in Boneyard # local_vars=8
ChdScout.int ; Generic Children scout in Boneyard # local_vars=8
ScSupMut.int ; Generic Scout Super Mutant in the Boneyard # local_vars=8
Razor.int ; Razor, leader of the Blades # local_vars=8
Blade.int ; Generic Blades from the Boneyard # local_vars=10
Fire.int ; Fire, second in command of the Blades # local_vars=8
Beca.int ; Beca and Jade. Quartermistress of the Blades # local_vars=8
Dolgan.int ; Dolgan, the weaponmaster from the Blades # local_vars=8
Michelle.int ; Michelle, leader of the scouts for the Blades # local_vars=8
Dragon.int ; Dragon, Night watchman for the Blades # local_vars=8
Romero.int ; Just a Blade in love w/ some chick in Adytum # local_vars=9
Brohd12.int ; Map Script of the Brotherhood of Steel (level 1,2) # local_vars=4
Brohd34.int ; Map Script for Brotherhood of Steel (level 3,4) # local_vars=4
Jon.int ; John Zimmerman from the Adytum # local_vars=9
RippPris.int ; Ripper Prisoner in the Boneyard # local_vars=7
ScribeB.int ; Another scribe from the brotherhood # local_vars=6
BVLad.int ; Buried Vault Ladder which leads to the Surface # local_vars=3
CharBody.int ; A charred body in the Glow # local_vars=1
BoneBody.int ; dry bones from a body in the Glow # local_vars=0
DeadBro.int ; the corpses of dead Brotherhood people # local_vars=1
GenDisk.int ; Generic Holodisks found in the Glow # local_vars=1
HotSpot.int ; Radiation Hot Spot in the Glow (Spatial script) # local_vars=1
PerNPwr.int ; Dead person in Power Armour in the Glow. # local_vars=2
Glo1Weap.int ; Glow Level 1 Weapon Depot door. # local_vars=5
GloComp.int ; Computer ZR32 from the Glow. # local_vars=1
Glo3Supl.int ; Glow Level 3 Supply Depot door. # local_vars=3
GlowGen.int ; The generator for the Glow. # local_vars=4
GlowPump.int ; The water pump from the Glow # local_vars=1
SciRoom.int ; The living quarters of the Esteemed scientists. # local_vars=2
SentryGn.int ; Sentry Gun trap in the Glow # local_vars=5
GloRdDor.int ; The Red Pass Key doors in the Glow # local_vars=5
GloBlDor.int ; The Blue Pass Key doors in the Glow # local_vars=5
Glo3Wep.int ; Glow, Level 3, Weapon Depot door. # local_vars=3
GlwBox.int ; On Level 4 of the glow, Security Check Lockbox # local_vars=2
Tylier.int ; Tylier, the security computer in the Glow # local_vars=7
GlowCage.int ; Cage for the animals in the Glow # local_vars=2
GlowTabl.int ; Table in the Glow # local_vars=2
Zax.int ; Zax the AI computer from the Glow # local_vars=10
GlwAlien.int ; Skeleton of a dead alien body # local_vars=2
Freezer.int ; Note in the freezer of the Glow. # local_vars=2
Farli.int ; Farli from the Brotherhood of Steel # local_vars=8
Darrel.int ; Darrel, Cabbot's replacement in the Brotherhood # local_vars=15
PalGuard.int ; Paladin Guard in the Brotherhood surface (Caravan Guard) # local_vars=8
Talus.int ; Talus, Rombus's second in command. # local_vars=20
Sophia.int ; Sophia, an instructor for the Brotherhood # local_vars=10
Michael.int ; Distributes weapons to initiates. # local_vars=13
Glo4Weap.int ; Weapon depot on level 4 of the Glow # local_vars=5
ScribeA.int ; Scribe in the main computer room # local_vars=7
ScribeB.int ; Generic Scribe # local_vars=7
Sentry.int ; Paladin guard after invasion # local_vars=5
PaladinA.int ; Paladin in the Hall of the Brotherhood. # local_vars=7
PaladinB.int ; Paladin in the Guard room # local_vars=7
PaladinC.int ; Paladin in the Main Computer Room # local_vars=7
GloBlElv.int ; Blue Elevator in the Glow. # local_vars=5
KnightA.int ; Knight in the Computer Room # local_vars=7
KnightB.int ; generic Knights in the Brotherhood. # local_vars=7
GlowDesk.int ; a jammed desk in the Glow. # local_vars=2
WeapSys.int ; Spatial warning that the weapon system is armed. # local_vars=2
Artifact.int ; the artifact the Brotherhood sends you to find. # local_vars=2
GloCabn.int ; locked cabinet in the Glow. # local_vars=3
GasTrap.int ; Gas Trap in the Glow # local_vars=2
LazrTrap.int ; Laser beam trap in the Glow. # local_vars=2
JtRaider.int ; A crazy Raider in Junktown # local_vars=15
Sinthia.int ; Sinthia, the Sell Baby in Junktown # local_vars=18
Marcelle.int ; Owner of the Crash House in Junktown # local_vars=16
KillSafe.int ; Killian's personal safe. # map_init # local_vars=4
JtBob.int ; Bob from Junktown. Pretty much a dead beat # local_vars=11
Trish.int ; Trish, a waitress in Junktown's Skum Pit # local_vars=17
V13Door.int ; Main door to Vault 13 # map_init # local_vars=2
V13Comp.int ; Computer to open Vault 13 door. # map_init # local_vars=2
DiskA.int ; Holodisk w/ Alpha Experiment in the Glow # local_vars=2
DiskD.int ; Holodisk w/ Delta Experiment in the Glow # local_vars=2
FEVDisk.int ; Holodisk w/ FEV Experiment in the Glow # local_vars=2
VreeDisk.int ; Holodisk w/ Vree's report # local_vars=2
SecDisk.int ; Holodisk w/ Security Code for the Glow # local_vars=2
CodeDisk.int ; Holodisk w/ Brotherhood Honor Code # local_vars=2
GenGambl.int ; generic gambler in junktown # local_vars=8
Phil.int ; Phil is trying to get into his Junktown Condo # map_init # local_vars=10
Junkdog.int ; dog who is blocking phil from the Condo # map_init # local_vars=6
ChepSlot.int ; cheapy slot machine # map_init # local_vars=4
GoodSlot.int ; Good paying slot machine # map_init # local_vars=4
LowJack.int ; low stakes Blackjack # map_init # local_vars=4
HighJack.int ; high stakes Blackjack. # map_init # local_vars=4
ChocTech.int ; Children of the Cathedral Technician in the Military Base # local_vars=8
Abel.int ; Abel, lowers the Force Shield E # local_vars=8
FieldA.int ; Force Field A # map_init # local_vars=3
Radio.int ; Radio for the Military Base # local_vars=5
VatSign.int ; Sign to the Vats Control Room # local_vars=1
VConDoor.int ; Door to get into the Vats Control Room # local_vars=3
ForcComp.int ; Force Field Controller Computer in the Vats # local_vars=2
MrHandyA.int ; Mr. Handy from the Vats # local_vars=7
MrHandyB.int ; Mr. Handy from the Vats # local_vars=7
Flip.int ; Recent Convert to the Nightkin # local_vars=8
RobCtrl.int ; No, this does not control me, It controls the Robots # local_vars=4
VSgTeam9.int ; Vats, Sargeant of Team 9 Nightkin # local_vars=8
VatTeam9.int ; Vats, Team 9 member # local_vars=8
VConComp.int ; Vats Control Computer # local_vars=3
PeasantD.int ; This is Phil's smart-alec friend # local_vars=10
DemoComp.int ; Computer for the demo # local_vars=0
DemoDog.int ; dog for the Demo # map_init # local_vars=5
DemoPeas.int ; Phil's smart-alec friend for the Demo # map_init # local_vars=5
DemoPhil.int ; Phil in the dog scenerio for demo # map_init # local_vars=5
Zack.int ; some loser from the Gunrunners # local_vars=10
Theresa.int ; Faction leader in the Vault trying to get out of the Vault (not from MI) # local_vars=9
Rebel.int ; Rebels against the Empire and the Emperor Overseer # local_vars=7
DemoDoor.int ; locked freezer in the demo # local_vars=0
ScribeC.int ; a third scribe from the brotherhood # local_vars=7
Jason.int ; Jason from Adytum. # local_vars=10
Thug.int ; generic thug from the boneyard # local_vars=7
Lasher.int ; Lasher from the Children of the Cathedral # local_vars=10
Vinnie.int ; Leader of the Skuls gang in Junktown # local_vars=10
Victor.int ; Skulz Sociopath # local_vars=9
Shark.int ; Skulz ganger in the Scum Pit # local_vars=9
Sherry.int ; Another member of the Skulz # local_vars=19
Tycho.int ; Desert Ranger in Junktown # local_vars=8
GenSkulz.int ; generic Skulz member # local_vars=8
Slummer.int ; Brainwashed member of the Children # local_vars=10
Zark.int ; Cathedral Thug # local_vars=10
Calder.int ; Flower child of the Children # local_vars=8
ChidNite.int ; Generic Nightkin at the Cathedral # local_vars=7
ChidGAB.int ; Children Generic Attitude Boy # local_vars=8
GenChant.int ; Generic Chanter from the Children # local_vars=8
Barracus.int ; Leader of the Thug faction in the Children # local_vars=10
Chanter.int ; Generic Chanter 1 from the Children # local_vars=8
Francis.int ; Sister Francis from the Children # local_vars=10
DocWu.int ; foul-mouthed doc from the Children # local_vars=13
Rutger.int ; second in command of the Far Go Traders # local_vars=30
Phrax.int ; From the Demo, guard for the Crypts. # local_vars=4
DemoGen.int ; Generator for the demo # local_vars=0
DemoCryp.int ; generic Crypt ganger member for the demo # local_vars=4
DemoFool.int ; generic Fool ganger memeber for the demo # local_vars=4
Lenny.int ; the Bhrama master for the demo # local_vars=4
Icepick.int ; Leader of the Fools. # local_vars=4
Skizzer.int ; gate guard for the demo # local_vars=4
Pez.int ; generic peasant for the demo # local_vars=4
Rock.int ; another guard for the demo # local_vars=4
Lex.int ; Leader of Scrapheap for the demo # local_vars=4
Rayze.int ; leader of the Crypts for the demo # local_vars=4
Skippy.int ; Lead wirecutter boy # local_vars=4
Baka.int ; Leader of the Fools # local_vars=4
ScoutC.int ; has the player scouted the Crypts? # local_vars=4
ScoutF.int ; has the player scouted the Fools? # local_vars=4
FollMap.int ; this is the map for the Followers in the Boneyard # local_vars=3
SemiComp.int ; Computer that is barely functional in Necrop Vault # local_vars=5
RadRat.int ; Rats which make you have a healthly glow # local_vars=1
NGarFrdg.int ; Necropolis, Garret's Fridge # map_init # local_vars=5
WtrLadr.int ; Ladder. Leads to ground [from the sewers above NecVault] # local_vars=0
NecVLadr.int ; Ladder leading from the Necrop vault to the sewers # local_vars=0
NecVHole.int ; Manhole leading to the Necrop Vault # local_vars=0
WtrHole.int ; Manhole. Leads to Sewers [towards NecVault] # local_vars=0
ValtNec.int ; Map Script for the Necrop Vault # local_vars=11
TownMap.int ; This will bring up the townmap if the player tries using the obj. # local_vars=0
MVAirloc.ssl ; Master's Vault: Airlock door # map_init # local_vars=3
MVBShelf.ssl ; Master's Vault: Bookshelf # local_vars=2
MVSctShf.ssl ; Master's Vault: Bookshelf with secret door # local_vars=5
V13Cave.int ; Map Script for the Vault 13 cave # local_vars=2
MVRCrDor.int ; Reactor Core Door in the Master's Vault # local_vars=2
Command.int ; something for the military base # local_vars=5
GenSupr.int ; Generic super mutant in the military base # local_vars=9
Krupper.int ; Krupper from the military base # local_vars=8
Vanhag.int ; Vanhaggen from the military base # local_vars=12
Vasquez.int ; Vasquez from junktown # local_vars=12
JnkScout.int ; Scout in Junktown # local_vars=7
PeasantC.int ; peasant in Junktown # local_vars=10
GenRaid2.int ; another type of generic Raider # local_vars=12
Jarvis.int ; Some guy from Shady Sands # map_init # local_vars=10
MBStrong.int ; Map Script for the Military Base [Stronghold] # local_vars=3
MBVats.int ; Map Script for the Military Base [Vats] # local_vars=3
MBEnt.int ; Map Script for the Military Base [Entrance] # local_vars=2
Childrn1.int ; Map Script for the lower level of the Children of the Cathedral # local_vars=4
Childrn2.int ; Map Script for the Towers of the Children of the Cathedral # local_vars=4
Master1.int ; Map Script for the upper 2 level of the Master's Vault # local_vars=3
Master2.int ; Map Script for the lower 2 level of the Master's Vault # local_vars=15
MVComp.int ; Nuclear warhead control computer in the Master's Vault # local_vars=5
MVNuke.int ; The nuclear warhead in the Master's Vault # local_vars=3
MVDwn2Up.int ; go from the lower layers of Master's Vault to the upper # local_vars=0
MVUp2Dwn.int ; go from the upper layers to the lower layers of Master's Vault # local_vars=0
Chid2Mas.int ; go from the Children of the Cathedral to the Master's Lair # local_vars=0
Mas2Chid.int ; go from the Master's Lair to the Children # local_vars=0
Chid2Twr.int ; go from the main floor to tower of the Children # local_vars=0
Tow2Chid.int ; go from the tower to main floor of the Children # local_vars=0
COCDoor.int ; Transport from outside to inside of Children # local_vars=0
Cave2v13.int ; Vault 13 caves to Vault 13 # local_vars=0
V132Cave.int ; Vault 13 to Vault13 caves # local_vars=0
SecDoor.int ; door to vault 13 armory # map_init # local_vars=3
SpotLite.int ; affect the light level of the light scenery # map_init # local_vars=0
WtrThief.int ; Water Thief from Vault 13 # local_vars=8
Jennifer.int ; Jennifer from the Brotherhood of Steel # local_vars=15
Blast.int ; an explosion for the Buried Vault # local_vars=1
UzChair.int ; Use a chair from the Buried Vault # local_vars=1
CaveWall.int ; the portion of the cave wall which can be destroyed # local_vars=2
elev0.int ; Bos1 (Brotherhood of Steel) # local_vars=0
elev1.int ; Bos2 (entrance) # local_vars=0
elev2.int ; Master1 # local_vars=0
elev3.int ; Master2 (lower-level) # local_vars=0
elev4.int ; Military Base 1 # local_vars=0
elev5.int ; Military Base 2 (lower-level) # local_vars=0
elev6.int ; Vault13 # local_vars=0
Barfly.int ; some loser in the bar in Junktown # local_vars=8
BV2Vault.int ; Teleports player from the Shack to the Buried Vault # local_vars=0
ColaTruk.int ; Map Script for special random encounter Cola Truck # local_vars=0
FSauser.int ; Map Script for special random encounter Flying Sauser # local_vars=0
Glowent.int ; Map Script for Glow Entrance # local_vars=0
GlowMap1.int ; Map Script for Glow (levels 1-3) # local_vars=0
GlowMap2.int ; Map Script for Glow (Levels 4-6) # local_vars=0
LAAdytum.int ; Map Script for Adytum # local_vars=0
LABlades.int ; Map Script for the Blades from the Boneyard # local_vars=0
LAGunRun.int ; Map Script for Gunrunners from the Boneyard # local_vars=0
LARipper.int ; Map Script for the Rippers from the Boneyard # local_vars=0
HubEnt.int ; Map Script for Hub Entrance # local_vars=0
HubDwnTn.int ; Map Script for Downtown Hub # local_vars=0
HubHeigt.int ; Map Script for The Heights of Hub # local_vars=0
HubOldTn.int ; Map Script for Old Towne Hub # local_vars=0
HubWater.int ; Map Script for Water Merchants of Hub # local_vars=0
DethCave.int ; Map Script for Deathclaw Cave # local_vars=0
DrWhoMap.int ; Map Script for Dr. Who special encounter # local_vars=0
LgFtPrnt.int ; Map Script for Large Foot Print special encounter # local_vars=0
UsedCar.int ; Map Script for Used Car Salesman special encounter # local_vars=0
TalkCows.int ; Map Script for Talking Cows special encounter # local_vars=0
JTUp2Dn.int ; Getting from Garage to Morbid's Lab # map_init # local_vars=0
JTDn2Up.int ; getting from Morbid's lab to Garage # map_init # local_vars=0
Viola.int ; convert from the Followers to the Children # local_vars=10
Surf.int ; dude, what's with these Children? # local_vars=12
ChocDoor.int ; Door to get out of the Children of the Cathedral # local_vars=0
Dane.int ; psycho person who knows too much # local_vars=35
Jonathan.int ; someone from the Brotherhood # local_vars=11
Student.int ; student who is learning combat in the brotherhood # local_vars=7
Cath2MV.int ; spacial to take you from the Cathedral to the Master's Lair # local_vars=0
Glo4Supl.int ; level 4 of the Glow, Supply Room # local_vars=7
Hall2Mtl.int ; spatial script to take you from the Hall of the Dead to Motel sewers # local_vars=1
Hall2Shd.int ; spatial to take you from the Hall to the Watershed # local_vars=1
Motel2Hl.int ; spatial from the Motel to the Hall # local_vars=1
Lyle.int ; man who actually had some water rations stolen # local_vars=6
Neal.int ; the bartender for the Skum Pitt. # local_vars=14
TrapFlor.int ; there is a trap on the floor in the glow # local_vars=3
Kenji.int ; Gunman hired by Gizmo to kill Killian # local_vars=10
GEnt2Lv1.int ; spatial. Glow entrance to Level 1 of the glow # local_vars=0
GLv12Ent.int ; Use the rocks to go from the Glow Level 1 to Entrance # local_vars=0
CTower1.int ; Catherdral Tower to level 1 # local_vars=0
CTower2.int ; Catherdral Tower to level 2 # local_vars=0
CTower3.int ; Catherdral Tower to level 3 # local_vars=0
ExitBase.int ; Spatial script which will allow you to get out of the Military Base # local_vars=0
SSRadSco.int ; Shady Sands Radscorpions for the Quest # local_vars=4
Lars.int ; Sergeant of the guards in Junktown. # local_vars=9
elev6_m1.int ; Glow Elevator 1 (really *6*, but vault13 is in place there) # local_vars=0
elev7.int ; Glow Elevator 2 # local_vars=0
elev9.int ; Necropolis Elevator # local_vars=0
elev10.int ; Extra Milb Elevator # local_vars=0
elev11.int ; Extra Glow Elevator # local_vars=0
GenMutan.int ; Generic mutant in the master's vault # local_vars=8
GenSarg.int ; Generic sargent mutant in the master's vault # local_vars=8
MBOut2In.int ; door script to allow the player to get into the Military Base # local_vars=2
Trophy.int ; Neal's bowling trophy. # local_vars=2
Saul.int ; Saul, boxer for Gizmo # local_vars=9
Gustofer.int ; Saul's Manager # local_vars=7
Robot.int ; Robots from the master's lair # local_vars=7
VGateMut.int ; Super mutant patrolling gate of the Vats. # local_vars=4
VPLotMut.int ; Super mutant sergeant patrolling parking lot. # local_vars=4
VFenceMt.int ; Super mutant patrolling fence of the Vats. # local_vars=4
DoorCode.int ; Script for the tape with the Vats door code. # local_vars=3
Guard2.int ; Second Garret in Watershed Map # local_vars=5
VDoorMut.int ; Vats Door Mutant # local_vars=7
FieldB.int ; Force Field B: Stronghold generic # map_init # local_vars=3
FieldC.int ; Force Field C: Stronghold east side # map_init # local_vars=3
FieldD.int ; Force Field D: Stronghold north side # map_init # local_vars=3
FieldE.int ; Force Field E: Stronghold south side # map_init # local_vars=3
FieldF.int ; Force Field F: Vats security hall # map_init # local_vars=3
FieldG.int ; Force Field G: Vats elevator A # map_init # local_vars=3
FieldH.int ; Force Field H: Vats control room # map_init # local_vars=3
FieldI.int ; Force Field I: Vats hallway # map_init # local_vars=3
ForceCon.int ; Generic force field controller script # map_init # local_vars=3
VTeam1.int ; Mutant team num 1 in Vats # local_vars=6
VTeam2.int ; Mutant team num 2 in Vats # local_vars=6
VTeam3.int ; Mutant team num 3 in Vats # local_vars=7
VTeam4.int ; Mutant team num 4 in Vats # local_vars=6
VTeam5.int ; Mutant team num 5 in Vats # local_vars=6
VTeam6.int ; Mutant team num 6 in Vats # local_vars=6
VTeam7.int ; Mutant team num 7 in Vats # local_vars=6
VTeam8.int ; Mutant team num 8 in Vats # local_vars=6
avery.int ; guard for Lorenzo in the Hub # local_vars=4
bill.int ; guard for Lorenzo in the Hub # local_vars=4
billy.int ; boy who works for Dan the Brahmin Man # local_vars=14
bob.int ; Bob's Iguana Bits owner # local_vars=9
bobsign.int ; Sign outside Bob's Iguana Bits # local_vars=4
cally.int ; Another bodyguard for Lorenzo # local_vars=4
cleo.int ; Guard for Lorenzo in the Hub # local_vars=4
crvndrvr.int ; Generic Caravan Driver in the Hub # local_vars=4
dan.int ; Dan 'the Brahmin Man'. sells Brahmin # local_vars=10
danwife.int ; Dan's Wife # local_vars=4
deadguy.int ; Someone who was stupid enough to mess w/ Decker # local_vars=6
deckgrd.int ; One of Decker's Guards # local_vars=4
demetre.int ; Demetre, head of the Crimson Caravans # local_vars=15
fry.int ; Deputy Fry of the Hub Police # local_vars=8
dogmeat.int ; Dogmeat, dog who is friends w/ jacob # local_vars=0
elecdoor.int ; Electronic lock on a door in the Hub # local_vars=5
electrap.int ; Electronic Trap in the Thieves' Circle # local_vars=4
femfarmr.int ; Female Farmer for the Hub # local_vars=4
fgtgard.int ; Far Go Trader generic Guard # local_vars=5
gencop.int ; Generic police force in the Hub # local_vars=4
genfgt.int ; Generic Far Go Trader # local_vars=4
genskag.int ; Generic Skag of the Hub # local_vars=4
guido.int ; Guido, Manager of the Friendly Lending Company # local_vars=10
gunlock.int ; Lock on the gun storage # local_vars=5
hbodgrd2.int ; Bodyguard in the Hub # local_vars=5
hchdgrd.int ; Hub Children guard # local_vars=8
hgenfarm.int ; Generic Farmer in the Hub # local_vars=5
hgengrd.int ; Generic Guard in the hub # local_vars=5
hightowr.int ; Daren Hightower, leader of the Water Merchants # local_vars=5
htwrgrd.int ; One of Hightower's Guards # local_vars=5
htwrwife.int ; Hightower's wife # local_vars=4
hubber.int ; Generic Hubber (Hub Dweller) # local_vars=4
hubcarvn.int ; Hub Caravan (generic) # map_init # local_vars=4
hubcop.int ; Generic Hub Cop # local_vars=4
hubflrcd.int ; Flower Child in the Hub # local_vars=4
hubjake.int ; Jacob of the Weapons Shop. Sells big toys # local_vars=10
hubpatnt.int ; Patient in the Children's hospital in the Hub # local_vars=6
hubsmity.int ; Smitty from the Hub # local_vars=4
jasmine.int ; Jasmine, second in command of the Thieves Guild # local_vars=8
jobpost.int ; Job Post where all the jobs in the Hub are posted # local_vars=5
kane.int ; Kane, second in command of the Underground # local_vars=25
keri.int ; Keri, Demetre's daughter. in the Crimson Caravans # local_vars=15
leon.int ; Leon, one of Guido's Guards # local_vars=5
lorenzo.int ; Lorenzo, seedy character who occasionally helps the Underground # local_vars=20
mstmerch.int ; Master Merchant from the hub # local_vars=8
richie.int ; Richie, guards a safe in the Hub # map_init # local_vars=5
rufus.int ; Rufus, cyber hack in the Hub # local_vars=4
rutger.int ; Rutger, second in command of the Far Go Traders # local_vars=10
sid.int ; Sid, annoying little twit who helps Beth # map_init # local_vars=4
thorndyk.int ; Thorndyke, Dr. in the Children in the Hub # local_vars=10
troy.int ; Troy, a super mutant in the Hub # local_vars=7
wmcarvn.int ; Water Merchants Caravan # local_vars=15
wtrMGrd.int ; Water Merchant Guards # local_vars=5
RadioCom.int ; Radio control computer in the Vats. # map_init # local_vars=4
Comptrol.int ; Super Mutant comptroller. # local_vars=4
HGenCvan.int ; Generic Hub Caravan # local_vars=4
VatWarn.int ; Warning of trap corridor in the Vats. # local_vars=4
VatAlert.int ; Spatial to set off the alarm in the Vats. # local_vars=4
VPlasma.int ; Plasma trap in the Vats. # local_vars=4
VBOOM.int ; Explosive trap in the Vats. # local_vars=4
VLaser.int ; Laser trap in the Vats. # local_vars=4
VMonowir.int ; Monowire trap in the Vats. # local_vars=4
VLocker.int ; Trapped locker in the Vats. # local_vars=4
HBeth.int ; Beth who runs the general store in the Hub # map_init # local_vars=25
HallGrd.int ; Generic Gaurd in the Brotherhood Hallways # local_vars=7
RoomGrd.int ; Generic Room guard in the Brotherhood # local_vars=5
Spar.int ; Sparing match for the brotherhoodd # local_vars=5
Cheater.int ; Cheat for QA # local_vars=0
Izo.int ; Gizmo's nijamatic bodyguard # local_vars=4
Katja.int ; Skulk in Boneyard area # local_vars=10
Ady2Stor.int ; Ladder from Adytum to the store. # local_vars=0
Stor2Ady.int ; Ladder from store to Adytum. # local_vars=0
FolDn2Up.int ; Followers, from cellar up. # local_vars=0
FolUp2Dn.int ; Followers, from main level to cellar. # local_vars=0
HDtDn2Up.int ; Hub, Downtown, ladder going down to up # local_vars=0
HDtUp2Dn.int ; Hub, Downtown, ladder going up to down # local_vars=0
HDtVault.int ; Vault to FLC in the Hub # map_init # local_vars=5
MrHandyC.int ; Mr. Handy for cleaning up the Vats. # local_vars=5
Student.int ; The Students being trained in the Brotherhood # local_vars=15
Thomas.int ; trainer in the Brotherhood # map_init # local_vars=15
ModReact.int ; DO NOT ATTACH TO ANYTHING. JUST IN TO MAKE THINGS COMPILE # local_vars=5
Ady2Farm.int ; Moves dude from Adytum to hydroponic farms # local_vars=5
Farm2Ady.int ; Moves dude from hydroponic farms to Adytum # local_vars=5
Ady2Cell.int ; Moves dude from Adytum to cellars # local_vars=5
Cell2Ady.int ; Moves dude from cellars to Adytum # local_vars=5
GizGuard.int ; Gizmo's casino guards # local_vars=5
Ripper.int ; generic ripper for the boneyard # local_vars=3
MutDisk.int ; disk w/ transmissions from mutants in deathclaw cave # local_vars=3
DethClaw.int ; deathclaw from the Hub # local_vars=4
Deathspr.int ; Deathclaw spore # local_vars=5
FishrMan.int ; Random fisherman. # local_vars=4
FishrSon.int ; Random fisherman's son. # local_vars=4
Tardis.int ; Script for the special Tardis encounter. # map_init # local_vars=3
FootMap.int ; Map script for giant footprint. # local_vars=3
WhoMap.int ; Map script for the Tardis map. # local_vars=3
TalkCow.int ; Script for the talking Brahmin. # local_vars=3
TCowMap.int ; Map script for the talking cows. # local_vars=3
MissBro.int ; Missing Brotherhood initiate in the Hub # local_vars=6
HubCaptr.int ; Captors of the missing initiate # local_vars=6
animfrvr.int ; This is a script for animating background scenery # map_init # local_vars=4
ThfU2D.int ; ladder to go from ground to cellar of the Thieves' Circle # local_vars=0
ThfD2U.int ; ladder to go from cellar to ground of the Thieves' Circle # local_vars=0
MVNews.int ; Newspaper machine in the Master's Vault # local_vars=0
Dealer.int ; Insane used car dealer. # local_vars=4
UsedCar.int ; Map script for the used car lot. # local_vars=0
BroDead.int ; Map script for Brotherhood of Steel, destroyed version. # local_vars=0
ChilDead.int ; Map script for Cathedral, destroyed version. # local_vars=0
MBDead.int ; Map script for Military Base, destroyed version. # local_vars=0
Sarah.int ; Sarah, girlfriend to the mutant Flip. # local_vars=5
Agatha.int ; The old storyteller of Shady Sands, Agatha. # local_vars=5
Chuck.int ; Gypsy fortune-teller of Adytum. # local_vars=7
Alan.int ; Recent enthusiastic Follower convert. # local_vars=5
Brenden.int ; New Initiate of the BOS. # local_vars=5
Patrick.int ; Strange Celtic wanderer. # local_vars=5
Ismarc.int ; Extremely annoyed musician. # local_vars=5
Enemy.int ; Responses from people who don't want to talk to the dude. # local_vars=5
Alex.int ; Night watch Regulator for Adytum. # local_vars=7
Gideon.int ; Leader of the prisoners in the Master's Lair # local_vars=6
Jerem.int ; Captive in the masters Lair # local_vars=6
AirGrd.int ; Gaurd in the Master's Lair # local_vars=6
AirGrd2.int ; Another type of Guard in the Master's Lair # local_vars=6
BOSLori.int ; Brotherhood of Steel Doctor # local_vars=13
Moore.int ; person in the master's lair # local_vars=6
Lucy.int ; person in the master's lair # local_vars=6
Wiggup.int ; mutant in the master's lair # local_vars=6
MadSci.int ; mad scientist in the master's lair # local_vars=15
Vincent.int ; mutant in the master's lair # local_vars=14
FARMPART.int ; farm parts for adytum # local_vars=0
MLPrison.int ; Master's lair Prisoner # local_vars=8
GenPris.int ; Generic prisoner in the Master's Lair # local_vars=4
PrisCon.int ; Prison Control force Fields # map_init # local_vars=4
thomas2.int ; Thomas from the Brotherhood (on another map) # local_vars=10
Monster.int ; Monsters in the Master's Vault. # local_vars=0
PsyCon.int ; Psychic control comupter. # local_vars=4
Rae.int ; Confused mutant in the Master's Vault # local_vars=8
BHDoor.int ; main door to the brotherhood of steel # map_init # local_vars=3
BOSAsIs.int ; Brotherhood Dr. Assistant # local_vars=8
RD1Init.int ; Roommate in the Brotherhood # local_vars=8
GenInit.int ; Generic Initiate in the Brotherhood # local_vars=8
Coyote.int ; random dog in the wild # local_vars=0
Smone.int ; Mutants from the Master's Lair # map_init # local_vars=5
SmTwo.int ; Mutants from the Master's Lair # map_init # local_vars=5
Justin.int ; Sherrif of Hub # local_vars=12
Falcon1.int ; Bartender at the Falcon # local_vars=8
Merch1.int ; Merchant from the Hub # local_vars=5
Lance.int ; Shady Sands guard on long patrol. # local_vars=4
LoneRaid.int ; Lone Raider trying to get to camp. # local_vars=4
RndMerch.int ; Random Hub merchants. # local_vars=4
PalScout.int ; Random Paladin scouts. # local_vars=4
Trent.int ; Survivor of a Deathclaw attack. # local_vars=4
HDealer.int ; dealer in the falcon for craps # local_vars=4
HSlots.int ; slot machines in the Hub # local_vars=4
HRndBar.int ; Random dialog in the bar of the HUb # local_vars=4
HGenGamb.int ; generic gamblers in the hub # local_vars=4
HHooker.int ; Hooker in the Falcon # local_vars=4
HJohn.int ; Hooker's customer in the Falcon # local_vars=4
HGenDeal.int ; Generic Dealer in the Falcon # local_vars=4
smpray.int ; praying mutants in masters vault # local_vars=4
cpray.int ; praying children in masters vault # local_vars=4
PeasVict.int ; Peasant victim for random encounters. # local_vars=4
HRoulet.int ; roulette dealer from the hub # local_vars=4
JunkPeas.int ; generic peasant in Junktown # local_vars=6
Teacher.int ; Teacher in the Brotherhood. # local_vars=4
Genscrib.int ; Scribe in Brotherhood # local_vars=4
Genknigh.int ; Knight in Brotherhood # local_vars=4
Genpalad.int ; Paladin in Brotherhood # local_vars=4
Hslots.int ; Slot machines in the Hub # local_vars=4
RipUp2Dn.int ; Stairs up from the Rippers' cellar. # local_vars=0
RipDn2Up.int ; Stairs down from the Rippers' hideout. # local_vars=0
Rd1Scrb1.int ; Random Scribe from the Brotherhood # local_vars=4
Rd1Knig.int ; Random Dialog for the Knights in the Brotherhood # local_vars=4
term.int ; terminal in the Brotherhood # map_init # local_vars=4
term1.int ; terminal in the Brotherhood # map_init # local_vars=4
term2.int ; terminal in the Brotherhood # map_init # local_vars=4
term3.int ; terminal in the Brotherhood # map_init # local_vars=4
term4.int ; terminal in the Brotherhood # map_init # local_vars=4
term5.int ; terminal in the Brotherhood # map_init # local_vars=4
term6.int ; terminal in the Brotherhood # map_init # local_vars=4
term7.int ; terminal in the Brotherhood # map_init # local_vars=4
term8.int ; terminal in the Brotherhood # map_init # local_vars=4
Locker.int ; generic locked locker # local_vars=4
Mantis.int ; preying Mantis # local_vars=4
WorkRoom.int ; exploding work table in the Brotherhood # map_init # local_vars=6
MadBrot.int ; mad scientist in the brotherhood # local_vars=9
Women.int ; women in the raiders camp which can be killed # local_vars=4
Sink.int ; You can use this sink to dirty your hands # local_vars=4
Revulse.int ; Corridor of revulsion # local_vars=4
fieldgen.int ; field generator in the military base # local_vars=4
ElevCon.int ; Elevator Control for the Force Fields to the Nuke Bomb # map_init # local_vars=6
Dogmeat.int ; Bomb to blow up the Followers from the Gunrunners # local_vars=4
BroHist.int ; Holodisk for the Brotherhood history # local_vars=4
SopDisk.int ; Sophia's History disk of the Brotherhood # local_vars=4
MaxDisk.int ; Maxson's Version of the history of the Brotherhood # local_vars=4
Loot.int ; Fridge in the Raiders camp # local_vars=3
HubSafe.int ; safe for Lorenzo's stuff # map_init # local_vars=4
GenRaidA.int ; Generic raider for random encounter # local_vars=4
GenRaidB.int ; Generic raider for random encounter # local_vars=4
GenRaidC.int ; Generic raider for random encounter # local_vars=4
GenMercA.int ; Generic Merchant for random encounter # local_vars=4
GenMercB.int ; Generic merchant for random encounter # local_vars=4
GenMercC.int ; Generic merchant for random encounter # local_vars=4
GenGrdA.int ; Generic guard for random encounter # local_vars=4
GenGrdB.int ; Generic guard for random encounter # local_vars=4
GenGrdC.int ; Generic guard for random encounter # local_vars=4
GenPalA.int ; Generic paladin for random encounter # local_vars=4
GenPalB.int ; Generic paladin for random encounter # local_vars=4
GenPalC.int ; Generic paladin for random encounter # local_vars=4
CrvnTeam.int ; Caravan team for the random encounters # local_vars=4
CrvnMstr.int ; Animals who attack the caravan # local_vars=0
CrvnEnmy.int ; People who attack the caravans # local_vars=4
KillStor.int ; stuff for Killian's store # map_init # local_vars=3
CarEnctr.int ; Caravan Random Encounters # local_vars=3
GenChat.int ; generic messagage file # local_vars=0
CCVan.int ; Crimson Caravan Dealer (gives jobs) (temp) # local_vars=4
FGTVan.int ; Far Go Traders Dealer (Gives jobs) (temp) # local_vars=4
WMVan.int ; Water Merchants Dealer (gives jobs) (temp) # local_vars=4
LaryKnig.int ; Knight Larry in the Brotherhood # local_vars=6
VreScrib.int ; Vree's scribe in the brotherhood # local_vars=4
vregrd.int ; Vree's guard # local_vars=4
MaxGrd.int ; Maxson's guard # local_vars=4
Jerem2.int ; Jeremia from the Master's Lair # local_vars=6
WoodDoor.int ; wooden door script to blow up doors # local_vars=3
MetlDoor.int ; metal door script to blow up doors # local_vars=3
HubEnctr.int ; Caravan Random encounters return to the hub # local_vars=3
HGenVan2.int ; caravan people who are leaving the hub (generic) # local_vars=3
FGTRtnVn.int ; Far Go Traders Return to the Hub # local_vars=4
CCRtnVn.int ; Crimson Caravans Return to the Hub # local_vars=4
WMRtnVn.int ; Water Merchants Return to the Hub # local_vars=4
AllNOne.int ; Merchant for the All in One Store # local_vars=6
Armory.int ; merchant for the Armory Store # local_vars=4
AdyStore.int ; store in Adytum # map_init # local_vars=0
ExitLite.int ; lights for scenery objects # local_vars=0
Rope.int ; for message file # local_vars=0
ArmsDeal.int ; Jake the Arms Dealer in the Hub # local_vars=4
GDoor.int ; Ghoul Door in Necropolis # local_vars=3
JunkJail.int ; spatial script for the junktown jail cell # local_vars=2
Tread.int ; ghoul near vault door in Necrop # local_vars=4
Dirtnap.int ; ghouls near water chip in Necrop # local_vars=4
Valtglo.int ; generic ghouls in Necrop Vault # local_vars=4
ValtComp.int ; generic computer for Vault 13 # local_vars=2
RedFarm.int ; red peasant farmer in the Hub # local_vars=5
GrnFarm.int ; green farmer in the Hub # local_vars=5
HCaravn1.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4
HCaravn2.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4
HCaravn3.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4
HCaravn4.int ; Generic Caravan Merchant Gaurd # map_init # local_vars=4
CRedDoor.int ; Locked door needing the red COC Badge # map_init # local_vars=4
CBlkDoor.int ; Locked door needing the Black COC Badge # map_init # local_vars=4
Mat.int ; Caravan driver at the Hub Entrance # map_init # local_vars=5
Luke.int ; Caravan driver at the Hub Entrance # map_init # local_vars=4
John.int ; Security guard at the Entrance of the Hub # map_init # local_vars=4
JDoor.int ; Jeremiah's secret door in the master's lair # map_init # local_vars=4
Library.int ; Library in the Vault 13 # local_vars=4
CrashRm.int ; Spatial for room #1 in the Junktown crash house # local_vars=3
JakeDoor.int ; Door to Jake's shop in the Hub # map_init # local_vars=2
JakeDesk.int ; Desk in Jake's Shop in the Hub # local_vars=3
Bookcase.int ; bookcase in master's lair # local_vars=3
MLOps.int ; Master's lair Ops Control center # local_vars=3
Viscious.int ; Viscious from the Master's Lair # local_vars=10
VaultBox.int ; Water storage box in V 13 # map_init # local_vars=2
MstrComp.int ; Computer in the Master's Lair # local_vars=4
Childoor.int ; Secure door in the Children in the Hub # local_vars=5
HWMHost.int ; just a guy who tells you things in the area # local_vars=4
CarvLead.int ; Generic destination person who will give you $$ # map_init # local_vars=8
GenBCase.int ; generic Bookcase # local_vars=2
BroInvad.int ; Brotherhood Paladins who help invade the Cathedral # map_init # local_vars=6
FolInvad.int ; Followers Invaders who help invade the Cathedral # map_init # local_vars=6
Mike.int ; Mike, the Old town guide # local_vars=5
Vance.int ; Vance, the drug dealer in the Hub # local_vars=5
Junkie.int ; Drug Junkie in the Hub # local_vars=6
NDebris.int ; North Debris # local_vars=2
SDebris.int ; South Debris # local_vars=2
EDebris.int ; East Debris # local_vars=2
WDebris.int ; West Debris # local_vars=2
GPwrTerm.int ; Power Terminals in the Glow # local_vars=4
FootPrnt.int ; Spatial of Ghoul footprints leading to the sewer # local_vars=2
WMGuard.int ; Water Merchant Gaurd # local_vars=4
GSenRob.int ; sentry droid for the Glow # local_vars=4
GloYlDor.int ; Yellow security door in the Glow # local_vars=6
WMGroup.int ; Water Merchants--generic ppl around the merchants # local_vars=5
CCGuard.int ; Crimson Caravan guards from the Hub # local_vars=4
BoxGuard.int ; guards around the boxing arena in Junktown # local_vars=4
GunCache.int ; Cache of Gunrunners weapons # map_init # local_vars=4
SDoor.int ; Door that can't be openned # local_vars=1
PowerMut.int ; Super mutant guarding power armour # local_vars=4
bullbord.int ; Bulletin board outside of the hub # local_vars=2
GunCase.int ; Suitcase that the gunrunners give you # local_vars=0
Gunther.int ; Just some guy in the Hub # local_vars=6
Slappy.int ; Crazed bum in the Hub # local_vars=6
CathShop.int ; Person in the Cathedral who sells things # map_init # local_vars=6
CathCase.int ; Bookcase in the cathedral to hold items # map_init # local_vars=0
Kyle.int ; Kyle from the Brotherhood # local_vars=7
Lemmy.int ; guy that Gus designed to point you around # local_vars=10
Bethgrd.int ; guys outside the weapons shop # local_vars=6
DCMutant.int ; Dying Mutant in the deathclaw cave # local_vars=6
FGTCarvn.int ; Far Go Trader caravan peoples # local_vars=15
MutAmbsh.int ; Mutant Ambush for the Random Encounters # local_vars=4
DocLockr.int ; Doc Morbid's locker # local_vars=5
CrashBox.int ; Crash house fridge # local_vars=4
SkumDoor.int ; Skum Pit door # map_init # local_vars=4
SupAmbsh.int ; Super Mutant Ambush for random encounters # local_vars=4
MoatChek.int ; dex check for the moat # local_vars=4
MystStrn.int ; Mysterious Stranger Script # local_vars=4
SupGrd.int ; Supply guards for the Brotherhood # local_vars=4
SupDoor.int ; Supply door in the Brotherhood # local_vars=4
VWepLokr.int ; Vats Weapon Locker # map_init # local_vars=4
BroLock.int ; Brotherhood footlockers # local_vars=4
ValtDisk.int ; Holodisk that gives all vault locations # local_vars=4
Staple.int ; Mrs. Stapleton in the Hub (librarian) # local_vars=10
Klaxon.int ; Alarm in the Vats # map_init # local_vars=4
Toggle.int ; Toggle switch for the Vats # local_vars=2
Paul.int ; Paul from the weapons division in the Brotherhood # local_vars=6
HtwrLeon.int ; Leon the guard at the Hightower place # local_vars=6
VPlsTrap.int ; Vats Plasma Trrap # local_vars=3
VExdTrap.int ; Vats Explosion trap # local_vars=3
VElcTrap.int ; Vats Electric Trap # local_vars=3
HtwrGrge.int ; George the guard for the hightowers # local_vars=7
HtwrRick.int ; Rick, yet another of hightwoers guards # local_vars=6
HtwrBox.int ; strongbox w/ a necklace in it # local_vars=6
KilDoor1.int ; Killian Door 1 # map_init # local_vars=3
KilDoor2.int ; Killian Door 2 # map_init # local_vars=3
Emiter1a.int ; Force Field Emitter 1a for MBStrg12 # map_init # local_vars=4
Field1a.int ; Force Field for Emitter 1a # map_init # local_vars=4
MorbCool.int ; Morbid's cooler # local_vars=3
HtwrDoor.int ; Front door to the Hightower's place # local_vars=4
Field2a.int ; Force Field for Emitter 2a # map_init # local_vars=4
Emiter2a.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4
Field3a.int ; Force Field for Emitter 3a # map_init # local_vars=4
Emiter3a.int ; Force Field Emitter 3a for MBStrg12 # map_init # local_vars=4
Field4a.int ; Force Field for Emitter 4a # map_init # local_vars=4
Emiter4a.int ; Force Field Emitter 4a for MBStrg12 # map_init # local_vars=4
Field5a.int ; Force Field for Emitter 5a # map_init # local_vars=4
Emiter5a.int ; Force Field Emitter 5a for MBStrg12 # map_init # local_vars=4
Field6a.int ; Force Field for Emitter 6a # map_init # local_vars=4
Emiter6a.int ; Force Field Emitter 6a for MBStrg12 # map_init # local_vars=4
Floater.int ; Generic Floaters for Random Encounters # local_vars=4
Lenore.int ; Denizen of Junktown # local_vars=4
BitsBob.int ; Iguna Bob from the Hub # local_vars=10
KaneDoor.int ; Door for Kane in the Hub # local_vars=2
Field1b.int ; Force Field for Emitter 2a # map_init # local_vars=4
Emiter1b.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4
Field2b.int ; Force Field for Emitter 3a # map_init # local_vars=4
Emiter2b.int ; Force Field Emitter 3a for MBStrg12 # map_init # local_vars=4
PainFeld.int ; Pain Field in the Vats # local_vars=0
Field1c.int ; Force Field for Emitter 2a # map_init # local_vars=4
Emiter1c.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4
Field2c.int ; Force Field for Emitter 3a # map_init # local_vars=4
Emiter2c.int ; Force Field Emitter 3a for MBStrg12 # map_init # local_vars=4
Field1d.int ; Force Field for Emitter 2a # map_init # local_vars=4
Emiter1d.int ; Force Field Emitter 2a for MBStrg12 # map_init # local_vars=4
VBrokElv.int ; Broken elevator in the Vats # local_vars=0
Stuff.int ; the Ghouls stuff in Necropolis # local_vars=4
ArmDoor.int ; armory door in the Vats # local_vars=4
RegGuard.int ; Regulator guard for the boneyard # local_vars=10
HotGhoul.int ; ghoul in the Hotel of Doom # local_Vars=4
LtGuard.int ; guards near the Lt. # local_vars=4
MorpComp.int ; computer in morpheus' room # local_Vars=1
SetDoor.int ; trapped and locked door # local_vars=5
Invader.int ; Invader for Necropolis # local_vars=4
PGuard.int ; Personal guard to Zimmerman # local_vars=6
FryStub.int ; a short dep Fry. in Decker's hideout # local_vars=7
Nukegrd.int ; guard for nuke in masters vault # local_vars=7
Hord.int ; hord of troops called by master # local_vars=5
Dugan.int ; The Weez # local_vars=6
MacRae.int ; Helper Blade to find Leader of Blades # local_vars=6
CCGuard1.int ; Crimson Caravan Guard 1 # local_vars=5
CCGuard2.int ; Crimson Caravan Guard 2 # local_vars=5
MomClaw.int ; Mother Deathclaw # local_vars=5
RoamClaw.int ; Roaming Deathclaw # local_vars=5
BYMike.int ; Mike from the Boneyard (Blade) # local_vars=4
BYChris.int ; Blade Chris from the Boneyard # local_vars=7
BYGreg.int ; Blade Greg from the Boneyard # local_vars=8
InBlade.int ; Invasion Blades # local_vars=7
EggClaw.int ; Deathclaw egg # local_vars=4
Radscor2.int ; Doesn't start out hostile. # local_vars=3
VanceBox.int ; Box where vance keeps his trading items # map_init # local_vars=3
BethBox.int ; Box where Beth keeps his trading items # map_init # local_vars=3
EmiterH.int ; force ield emiter for Vat Control Room # local_vars=4
RhomDoor.int ; Door to rhombus's area # map_init # local_vars=4
RhomLock.int ; Locker in rhombus' room # map_init # local_vars=4
WanRat2.int ; Non-hostile Rats # local_vars=2
Irwin.int ; farmer who lost his farm # local_vars=7
Armor.int ; Armor on Kyle's worktable # local_vars=4
MitchBox.int ; Mitch's box of inven # local_vars=4
FarmRaid.int ; Raider who is attacking a farm in the Hub # local_vars=6
Mathia.int ; Maxson's Assistant # local_vars=9
JTile.int ; Spatial script to trigger door in the Master's Vault # local_vars=4
Stampede.int ; stampede random encounter # local_vars=4
HighEld.int ; Elders for the Brotherhood # local_vars=8
MoleRat2.int ; Another stupid molerat # local_vars=3
BroEld.int ; Brotherhood elder (generic) # local_vars=4
Rndecspl.int ; Another random encounter script # local_vars=4
IceChest.int ; box where Garl can place player's stuff # map_init # local_vars=4
LtCodes.int ; Codes the Lt is holding # local_vars=4
PrisFeld.int ; prisoner force field in the master's lair # map_init # local_vars=4
PsyField.int ; psycker's force field in the master's lair # map_init # local_vars=4
Kenny.int ; They killed Kenny! # local_vars=6
SuplyGrd.int ; supply guards for 1st level brotherhood # local_vars=8
HubMis1.int ; map script for HubMis1.map # local_vars=0
RndEcGen.int ; Generic Random encounter monsters # local_vars=4
GenLock.int ; generic foot locker which is locked # local_vars=4
RegDisk.int ; Rugulator holodisk # local_vars=4
HubPris.int ; Prisoner in the Hub # local_vars=5
LAFollwr.int ; map script for the followers # local_vars=0
RaidDoor.int ; the cell door for tandi in the raiders # local_vars=4
GenEmit.int ; generic damaged force field emitter # local_vars=4
Test.int ; testing scripts