Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- TRANSLATORS:
- - French/Francais: chasing (and his wife), and thanks to Redondepremiere for finding additional corrected text from the French Patch Non Officiel "PNOFNV" by Ridiane, Gryffe, Shadow she-wolf, and Ancestral Ghost. Many thanks to them and their contributors for allowing us to use their corrections.
- - German/Deutsch: AltDunmer (via message with chasing) and WhiteDragonD
- - Italian/Italiano: MisterNPA
- - Spanish/Espanol: aloot and Pitux
- - Russian: Dato615
- YUP includes:
- -- FROM THE FOOK TEAM --
- A HUGE amount of fixes from the FOOK team and all contributors. I have done my best to list every fix contained in the ESM I received, but it was a great many fixes and I'm sure I missed one or two. Many, many, MANY thanks go to xporc, both for giving YUP access to these fixes as well as going through FOOK by hand and picking out all the numerous bugfixes it contains that the team was able to share.
- 188 Faction - Removed "Evil" flag
- Arcade Gannon - Sets proper script variable when mentioning his background with the Enclave
- Bert - Made his "who are you?" topic always available
- Broc Flower Cave - Exterior mist now tied to water
- Brooks Tumbleweed Ranch - Removed faction ownership to prevent trespass/combat issues with the Wind-Brahmin Wrangler
- Clanden - Black Widow-exclusive dialog option now tagged with "[Black Widow]"
- Cottonwood Cove - "Friend of the Legion" dialog option checks Legion reputation correctly
- Cyberdogs/Dogs/Mongrels/etc. - Fixed issue with body parts list which prevented head tracking
- Dazzle - Female seduction option correctly checks for Cherchez La Femme instead of Black Widow
- Emily Ortal - Intended Cherchez La Femme and Black Widow-exclusive dialog options check for presence of perks before becoming available
- Energy Resistance - Fixed empty "full name" field
- Gauss Rifle - Ensured rifle is distributed to NPCs with at least one ammo
- Helios One - Fixed issue with Laser Tripwire not disarming associated trap
- Jack - Added XP reward for passing a speech check relating to failing the Young Hearts quest
- Lt. Hayes - Only talks about being there to take care of Powder Gangers while in his tent, not while in battle
- Lucky 38 Upgrade terminal - Forced it to "slide back" when entering the purchase menu to prevent menu errors
- Marjorie - Cannibal-exclusive dialog option now tagged with "[Cannibal]"
- Mick & Ralph - Tagged them as able to vend Misc items and Armor, respectively, which was preventing them from selling items placed in their vendor inventory
- Missile Launcher - Removed erroneous reference to non-existant glow map for first person mesh
- Nelson - Marked the house and barracks as "Public" so that you can enter them without getting a tresspassing warning
- Neil - Added missing inherent DT from being a Super Mutant. Fixed conditions for convincing him to help you ascend Black Mountain
- NPC Dialog (general) - Corrected numerous grammar, punctuation, and spelling issues.
- NPC Idle chatter - Corrected numerous issues, such as BoS soldiers complaining about VR training while at the Battle of Hoover Dam and random NPCs commenting on Primm having a new sheriff before it actually does
- Nuke Image Space Modifier (screen tint/etc.) - Added values to various blank fields which caused undesired visual effects
- Old Vaquero - Added overlooked/ommitted weapons
- Plasma Rifle - Corrected first person mesh to use high detail normal map
- Powder Ganger Factions (more than one) - Marked as "Evil"
- Powder Ganger note - Fixed to give the player a note from the Powder Gangers instead of the Boulder City note
- Primm - Various blood stains/dead bodies now cleaned up once the town has been cleared and is "safe"
- Primm Slim - Added missing inherent DT and poison/rad immunity from being a Protectron
- REPCONN terminals - Removed null call to AddNote, corrected the notes it gives out to correspond to the text shown
- Robobrain and Sentry Bot - Fixed issues in Unconscious (disabled) animation records which prevented them from playing
- Robot Demise challenge - Stopped it from immediately giving you Rank 2 of the perk
- Set Lasers for Fun - Corrected description to indicate it tracks Energy Weapons, not just laser weapons
- Sunken Beach House - Tagged water type as clean/non-irradiated to match exterior water on the Colorado River
- Tabitha's terminal, Mayor Stein's terminal - Corrected notes given out to correspond to text seen on terminal
- Tops Floor Manager, Silus, Water Merchant, Jean-Baptiste Cutting - Terrifying Presence-exclusive dialog option now tagged with "[Terrifying Presence]"
- Ultra-Luxe Kitchen - Switched Brahmin Skull from special version only meant to be used in intro to the more standard Brahmin Skull item
- Various objects - Altered placement of various world objects to prevent clipping/etc.
- Various pre-dead NPCs and Creatures - Removed "Respawn" flag so that dead NPCs/Creatures won't be found alive and well several days later
- DM 12.7mm Junk Rounds - Corrected weight to match standard 12.7mm rounds
- DM Ghost Harvesters - Fixed inventory to give them 10 Throwing Knife Spears, not 10 Knife Spears
- DM Ghost People and Holograms - Added a default "worship" animation to a marker meant to make them invoke that animation
- DM Hologram Control Terminal - Corrected to give out the proper "Sinclair: E.B.E." note
- DM Pork N' Beans Vending Machine - Fixed name of Pork N' Beans vending machine option (was "Pork N Beans")
- HH (General) - Fixed bug with various quests that could move the game time forward by a full year (!) if the current month was February
- HH Jed - Corrected two Survival challenges which had failure options set to check Jed's Survival skill, not the player's
- HH Northern Passage - Ensured various parts of the cave entrance removed by the DLC stay removed
- HH Yao Guai - Fixed a condition check used by one of its animations
- LR Plasma Defender - Fixed distribution of ammo given to Marked Men, the correct Energy Cells rather than Microfusion Cells
- LR Canyon Wreckage - Ensured various parts of the wreckage removed by the DLC stay removed
- OWB Brain - Marked some responses from your brain as "Say Once" to prevent you getting stuck in an infinite loop
- OWB Hot Blooded - Change description to accurately list +15% damage, rather than +10%
- OWB No-Dialog Voice Type - Marked a voice type record deleted by OWB as no longer deleted, which could cause serious problems as it was actually used by the Starlet Hologram in Dead Money
- -- FROM YUKICHIGAI --
- 9mm P rounds availability fix - patch - https://www.nexusmods.com/newvegas/mods/40124/
- Arizona Killer - Legion Engineer - Fix - https://www.nexusmods.com/newvegas/mods/39516/
- Bean Bag - Boxing Tape - Gloves - Fatigue Fix - https://www.nexusmods.com/newvegas/mods/39422/
- Brotherhood T-45d Armor Distribution Fix - https://www.nexusmods.com/newvegas/mods/40798/
- Caesar's Favor and Caesar's Hire Fix - https://www.nexusmods.com/newvegas/mods/39162/
- Camp Guardian - Private Halford fix - https://www.nexusmods.com/newvegas/mods/37113/
- Camp McCarran Fixes - https://www.nexusmods.com/newvegas/mods/38159/
- Camp Searchlight - Radio Computer Parts fix - https://www.nexusmods.com/newvegas/mods/36358/
- Companion - Nuka-Cola Quartz - Victory Fix - https://www.nexusmods.com/newvegas/mods/37041/
- Companion Weapon - Casino Fix - Patch - https://www.nexusmods.com/newvegas/mods/36563/
- Dead Money - Caravan Card Fix - https://www.nexusmods.com/newvegas/mods/41210/
- Dead Money - Equipment Fixes - https://www.nexusmods.com/newvegas/mods/40499/
- Dead Money - God combat health and script fix - https://www.nexusmods.com/newvegas/mods/49711/
- Decanus Severus Arizona Scavenger Dogtag Turn-In Fix - https://www.nexusmods.com/newvegas/mods/49886/
- Dixon Weapon Fix - https://www.nexusmods.com/newvegas/mods/40276/
- EMP Weapons fixes - https://www.nexusmods.com/newvegas/mods/51442/
- Empty Scotch Bottle fix - https://www.nexusmods.com/newvegas/mods/37014/
- Faction Armor Fixes - https://www.nexusmods.com/newvegas/mods/41307/
- Food Fixes - https://www.nexusmods.com/newvegas/mods/39643/
- Hard Luck Blues- Vault 34 Survivors - Horowitz Fix - https://www.nexusmods.com/newvegas/mods/36952/
- Hidden Valley - Knight Torres Inventory Fix - https://www.nexusmods.com/newvegas/mods/40769/
- Hit the Deck and Stonewall perk fix - https://www.nexusmods.com/newvegas/mods/44738/
- Honest Hearts - Grunt Perk compatibility fix - https://www.nexusmods.com/newvegas/mods/44560/
- Leveled Item List Corrections - https://www.nexusmods.com/newvegas/mods/41216/
- Lucky 38 Companion - Wardobe - Container fix - https://www.nexusmods.com/newvegas/mods/36623/
- Mantis Foreleg - Inventory fix - https://www.nexusmods.com/newvegas/mods/38923/
- Mantis Gauntlet - Sound and Animation fix - https://www.nexusmods.com/newvegas/mods/38914/
- Mick Special Weapon Inventory Fix - https://www.nexusmods.com/newvegas/mods/39845/
- Miss Fortune - Companion Knockdown Fix - https://www.nexusmods.com/newvegas/mods/37575/
- Nipton Fixes - https://www.nexusmods.com/newvegas/mods/37483/
- Neutral T-45d Power Armor fix - https://www.nexusmods.com/newvegas/mods/36347/
- Old World Blues - Mojave Fixes - https://www.nexusmods.com/newvegas/mods/43949/
- Plasma Weapons Ammo and Availability Fixes - https://www.nexusmods.com/newvegas/mods/40436/
- Pyromaniac Skill Requirement Fix - https://www.nexusmods.com/newvegas/mods/41227/
- Ranger Andy - Raul companion quest fix (just in case) - https://www.nexusmods.com/newvegas/mods/36357/
- Recharger Weapons - NPC - Companion fix - https://www.nexusmods.com/newvegas/mods/41008/
- REPCONN Fixes - https://www.nexusmods.com/newvegas/mods/41114/
- Santiago Dialog Fix - https://www.nexusmods.com/newvegas/mods/41173/
- Sentry Bot Toy Fix - https://www.nexusmods.com/newvegas/mods/48891/
- Sex Sounds Fix - https://www.nexusmods.com/newvegas/mods/50101/
- Surplus Ammo Box - Case Box - Caravan Card fix - https://www.nexusmods.com/newvegas/mods/36156/
- Traveling Merchant Fix - https://www.nexusmods.com/newvegas/mods/37107/
- Ultra-Luxe Fixes - https://www.nexusmods.com/newvegas/mods/37821/
- Vault 3 fixes - https://www.nexusmods.com/newvegas/mods/39617
- Weapons - 1st person textures - Fix - https://www.nexusmods.com/newvegas/mods/39553/
- Weapon Repair Kit Fix - https://www.nexusmods.com/newvegas/mods/40224/
- Whiskey Rose - Irradiated Whiskey Fix - https://www.nexusmods.com/newvegas/mods/37818/
- YCS/186 First Person texture fix - https://www.nexusmods.com/newvegas/mods/41219/
- -- FROM CYBERWEASEL89 --
- Duplicate Item Name Fix - https://www.nexusmods.com/newvegas/mods/40452/
- Emily Ortal Dialog Fix - https://www.nexusmods.com/newvegas/mods/44430/ - Permission granted in description
- NCR and Legion Helmets Name Fix - https://www.nexusmods.com/newvegas/mods/44279/ - Permission granted in description
- Sarah Weintraub Sexy Sleepwear Fix - https://www.nexusmods.com/newvegas/mods/44470/ - Permission granted in description
- Stew and Trail Mix Fix (Stew fix only) - https://www.nexusmods.com/newvegas/mods/40356/
- Cut Keys Restoration and Name Fix (name changes only) - https://www.nexusmods.com/newvegas/mods/46383/
- -- FROM ONIKEATON --
- Atomic Wrangler Fixes - https://www.nexusmods.com/newvegas/mods/40456/
- Dialog Fixes - https://www.nexusmods.com/newvegas/mods/51834/
- Decanus Severus - Disarm Mines Dialog Option Fix - https://www.nexusmods.com/newvegas/mods/39513/
- Mr House - Longevity Dialog Option Fix - https://www.nexusmods.com/newvegas/mods/39517/
- OWB Level Scaling Fix - https://www.nexusmods.com/newvegas/mods/53983 - Permission granted via forum
- Pacer Jet Fix - https://www.nexusmods.com/newvegas/mods/39840/
- Beagle Name Fix - https://www.nexusmods.com/newvegas/mods/56449/
- Additionally, OniKeaton pointed out several more fixes in the comments section of the mod relating to ownership issues in the Jacobstown Lodge and NCR Sharecropper Farms, as well as some note issues at H&H Tools, issues with Boxcars' legs, and a dialog issue with 1st Recon members. A second comment pointed out a ton of other little issues: the fact that Captain Parker's quest with Keith can be repeated infinitely, and how bartering with Keith is infinitely repeatable for 45 XP, some dialog issues with Deputy Beagle that led to him saying lines with a different voice, and another dialog issue with the Forlorn Hope jailer saying how he "heard" Stone is in jail, even though he's like five feet away. Also some Dead Money fixes, which sneakily changed the stats on the Grenade Launcher, removed the Van Graff weapons from the Energy Weapons form list, removed a piece of music from the "creepy" music set, and altered the priority of the "Let's Go" dialog option for followers. In Old World Blues, the attacks per second of the hatchet were modified and the Throwing Hatchet's damage was reduced. In Lonesome Road, some Marked Men Ravagers had the wrong combat style and the Grenade Machinegun's health was reduced for no apparent reason. Another comment culled a few more fixes: a few classes using the redundant Big Guns skill, improper capitalization Shot Glasses and Nuka-Cola Fridges, out-of-place dialog from Westside Militia. Yet still another comment pointed out some issues with random NCR dialog relating to Contreras and Sergeant Morales's corpse not changing depending on Contreras being dead/jailed and the corpse recovered respectively, some ownership issues inside McCarran, placement issues with items inside McCarran, and the fact that Saint James in Freeside doesn't have a key to his own room. Another comment pointed out some placement issues in the Cap Counterfeiting Shack, and some ownership issues in the Bitter Springs tents and Novac Gift Shop. Another post detailed some weird ownership issues with items in Cliff Briscoe's hotel room, the Goodsprings general store, and some houses in Nelson. Another batch of posts pointed out badly associated first person textures with That Gun, the All American, and the Bowie Knife/Blood Nap. Yet another post pointed out that several weapons were missing displays noting their bonus critical hit chance: A Light Shining In Darkness, Automatic Rifle, Broad Machete, Cowboy Repeater, La Longue Carabine, Laser Pistol (GRA), Lucky, Maria, Missing Laser Pistol, Nephi's Golf Driver, Pew Pew, Plasma Pistol, Plasma Pistol (GRA), Plasma Rifle, Ranger Sequoia, Ratslayer, Van Graff Laser Rifle, and Van Graff Plasma Rifle. The same post pointed out that other weapons weren't noting the combined bonus crit damage and critical chance: Cram Opener, Elijah's Jury-Rigged Tesla Cannon, Heavy Incinerator, Q-35 Matter Modulator, She's Embrace, Shovel, Switchblade, Tesla Cannon, and Yao Guai Gauntlet. Another post suggested cross-DLC interaction for several weapons, particularly allowing the Courier's Stash weapons to count for GRA's Curios and Relics challenge, Dead Money's Throwing Knife Spear to count for the You Don't Belong In This World challenge, various DLC Power Fist variants to count for the Vault 13's Revenge challenge, and all DLC knife variants count towards the Historical Propriety challenge. He also pointed out some ownership issues inside the Tops Restaurant and Gomorrah which I'm doing my best to fix.
- -- FROM CORDSNWIRES/VOID_GAZER --
- Bert Gunnarsson Healing Fix - https://www.nexusmods.com/newvegas/mods/39066/
- Buried Mine Fix - https://www.nexusmods.com/newvegas/mods/44610/
- Khan Rumor Fix - https://www.nexusmods.com/newvegas/mods/41968/
- Ruby Nash Casserole Fix - https://www.nexusmods.com/newvegas/mods/39065/
- -- FROM MIGUICK --
- Nexus user miguick has helpfully provided a few (hah, try a metric ton of) fixes especially for use in YUP. He also has pointed out a few oversights on my part in merging fixes and the like, which has been a great help. YUP would not be as well put together as it was without his direct assistance on many things.
- Poison/Flash Fix - Fixes issues with Lonesome Road's Flash Bangs and various weapon poisons, which due to missing "Recover" tags was causing their effects to be permanent. The fix also addresses some problems with the way Flash Bangs interact with Tunnelers and apply Fatigue damage to EVERYTHING, including robots and the player, both things which shouldn't happen.
- Recharger Weapons Fix - an upgrade to my existing Recharger Weapons for NPCs fix, which does a more thorough job of ensuring NPCs have ammo for Recharger weapons, and also prevents weird issues with the player sometimes being able to see the ammo, sometimes not.
- Small Fixes - A bunch of tiny fixes that add up to one BIG thing. Fixes the Ninja perk to work correctly in terms of adding critical hit chance and modifying sneak attack critical damage. Removes a null ability entry from the Small Frame perk. Confines the Stealth Girl perk to affecting only Sneak Attack Criticals as intended. Adds a minimum level to most Dead Money perks so that they aren't all weirdly clustered at the top of the list. Changes the Lonesome Road perks "Ain't Like That Now", "Just Lucky I'm Alive", and "Thought You Died" to use the global variables used for determining Good/Evil Karma levels, to better support mods which alter these figures. Removed empty or effectively empty ability entries from "Aint Like That Now" and "Just Lucky I'm Alive". Corrected "Deadly"-level Dehydration to reduce Intelligence as with previous stages of Dehydration. Fills in the unused full name fields for Dehydration, Damage Threshold, Electricity Resistance, Cold Resistance, Fire Resistance, and EMP Resistance.
- Stash Fixes - Several fixes for the weapons and items found in Courier's Stash, primarily ensuring they are on the appropriate lists and so on.
- Pulse Slug Fix - Updates the script used for the Pulse Slug shotgun ammo to better account for power armor users as well as robots, and also factors in the rare-but-used EMP Resistance actor variable.
- Spore Carrier Fix - Fixes a lot of issues with Spore Carriers, specifically a glitched health regen effect, poorly initialized idle/unconscious animations and get up animations, and Evil Karma alignment.
- Mantis Leg Fix - A further update to the fix for the automatic dismembering of the Mantis when legs are removed from its body, as well as a fix for a script on Giant Mantises which could cause them to carry 3-4 legs at a time.
- Pulse weapons fix - Prevents Pulse Grenades from dealing double EMP damage, and tags Pulse Mines so they display the bonus EMP damage they deal when examined in inventory
- DM In Shining Armor - Merges the full functionality of the perk into one perk, rather than being separated into Armor and Eyewear perks, the latter of which doesn't even get added to the player with the first most of the time.
- Fixes Vol IVI - Fixed the icon and sound for Nuka-Cola Quantum, added a non auto-calc cost for Irradiated Sunset Sarsaparilla, tagged Datura Hide as a food item so that its effects scale properly with the Survival skill, provided missing Full Names for several Actor Values, tagged the DoT from Salt-Upon-Wounds' Power Fist as a poison effect so that resistances work correctly, stopped said DoT from affecting robots, modified the Arc Welder so its extra damage scales for OWB's special resistant robots (Base Game + All DLC version only), tagged the (unused) frost and shock damage effects so they are associated with the appropriate resistances, tagged the Tesla Cannon's special effect as affected by electric resistance, tagged the Holorifle's special effect as affected by energy weapon resistance, fixed the Heartless and Cardiac Arrest perks so they actually are triggered by robots, stopped the Certified Tech perk from giving extra loot to KO'd unkillable Robots each time you KO them, changed the explode-when-shot explosion on Dynamite and variants to the Dynamite explosion instead of the Frag Grenade explosion, removed the explosion from various thrown melee weapons, stopped the Legion Arena from bombarding the player with "item returned" messages after each match, fixed some script errors caused by scripts trying to use references that weren't set yet, changed how Dr. Mobius' glove frenzies enemies on crit, prevented dead Giant Mantis Nymphs from giving you XP when you approach them from afar, ensured the Valence Oscillator/etc. restore companion health rather than player health when worn by companions, removed a reference to the Big Guns skill in an actor effect, added missing pickup/etc noises along with resistance values to the LAER and Elijah's LAER.
- Fixes Vol XXX - Stops Rushing Water from affecting the player when an NPC drinks it, adds "JHP" to the name of GRA 12.7mm ammo, disabled an unused and errored camera type left over from Fallout 3, stopped the Brotherhood and NCR being erroneously marked as allied after discussing them with Mr. House, restored an errored dialog with Dawes that let you get into the NCRCF for free if you allied with the Powder Gangers in Goodsprings, restored an errored Powder Ganger NPC who was supposed to warn you when your rep with them is dropping, removed an erroneous quest item flag on a form list, fixed a typo on a load screen about shield indicators on your HUD, removed Sunset Sarsaparilla bottle caps from a leveled item list (they're auto-replaced with normal ones anyway), added several conditions to various companion and player perks to ensure they only apply to the appropriate companion or player, various other fixes for perks with weird/inconsistent conditions (particularly including Fight the Power which wasn't working), stopped the Aural Stealth Suit and Auto-Inject Stimpak from trying to use Stimpaks after the player is dead, also had the Auto-Inject Stimpak use a standard Stimpak rather than a weird special effect, and fixed Elijah's LAER so mods applied to it actually do something.
- Fixes Vol III - Removed cases from non-playable robot 9mm ammo, changed the abbreviation on some 40mm Grenade ammo, added missing ragdoll info on some power armor, fixed the prices and attachment slot flags on some power armor helmets, audio template on the Scorched Sierra Power Armor, corrected the spelling of "Posion" resistance, removed "cond." from the Brain Condition abbreviation, added a name and abbreviation for the Speed Modifier value, fixed several problems with dialog, particularly issues with speech/perk challenges either not noting the perk or noting it twice, removed some erroneous and errored condition checks in dialog, reworked the endgame perks for Lonesome Road to use the "IsEvilAlignment"/etc. functions.
- -- FROM SANDBOX6 --
- Nexus user sandbox6 has a keen eye for placement errors and other such things. Rather than ESPs that were sent to me, these fixes come from suggestions from either in PM or in the YUP comments thread. They also pointed me towards fixes in other mods. Many thanks to them for their surprisingly useful posts.
- DM Puesta del Sol North - Fixed placement of some Sierra Madre Casino Chips and Mentats which were unobtainable due to clipping
- DM Villa Fountain - Fixed placement of a Laser Pistol which had been placed under the ground in a tree planter
- Boulder City Holotape - Fixed a typo in the text, "hold out as along", changing it to "hold out as long"
- Charlie Station Requsition List - Corrected to "Charlie Station Requisition List"
- Dialog (general) - Numerous spelling, grammar, and other fixes. Numerous. NUMEROUS. Srsly.
- Stril Gang Report - Corrected to "Strip Gang Report"
- Thomas Hildern - Removed an erroneous "of" in "a few of drops of precious water".
- Vault 11 Living Quarters - Removed a badly-placed Mop Bucket that was blocking access to 3 clips of 5.56mm ammo and a bit of flamer fuel.
- MM x.93 - Worth mentioning separately here, sandbox6 was kind enough to go through most of the changes done by MM x.93 and determine what changes were necessary bug fixes and what changes were simply done for aesthetic reasons. This is a HUGE amount of content to examine in detail, and the effort required cannot be overstated.
- sandbox6 has also painstakingly searched nearly the entirety of each worldspace and every interior in search of placement errors.
- -- FROM LOPHAM --
- Lopham is another observant Nexus user who has a talent for finding and researching bugs. So far they've sent me a variety of fixes specifically for use in YUP, which is something I greatly appreciate, especially because the fixes are all rather good things that I've missed.
- DM Police Pistol - Added in missing weapon up/weapon down sounds.
- GRA 12.7mm Pistol, 12.7mm SMG - Now use proper silenced 12.7mm sound instead of Varmint Rifle sound.
- GRA Anti-Materiel Rifle - Added in missing weapon up/weapon down sounds. AP cost now matches the AP cost of the standard weapon.
- GRA Embrace of the Mantis King! - Marked as a Melee Weapon instead of an Unarmed weapon.
- GRA Fat Man - Restored missing object boundary information.
- GRA Gehenna - Added missing block sound.
- GRA Paciencia - Now expels the right ammo casing.
- GRA Tin Grenade - Changed to use various settings appropriate for grenades, rather than ones for mines.
- GRA Tri-beam Laser Rifle - Added in missing distant fire noise. Long-distance shots from NPCs are no longer silent.
- HH Desert Ranger Combat Helmet - Gave it a weight to match the NCR Ranger Combat Helmet.
- LR Blade of the West - Corrected mesh to be rotated 180 degrees.
- OWB Hazmat Suit - Added in missing gloves.
- OWB Skill Book recipes - Recipes are no longer visible once they can no longer be used (i.e. once you craft a skill book).
- POP Sturdy Caravan Shotgun - Min spread and AP cost now match the post-patch (1.3.0.452) values for the standard Caravan Shotgun.
- 12.7mm Pistol, 12.7mm SMG - Now use proper silenced 12.7mm sound instead of Varmint Rifle sound.
- Anti-Materiel Rifle - Added in missing weapon up/weapon down sounds.
- Blade of the East, Bumper Sword, and Lily's Vertibird Blade - Corrected meshes to be rotated 180 degrees as was intended.
- Boone's Scoped Hunting Rifle - uses the Hunting Rifle firing sound instead of the Sniper Rifle firing sound.
- Chinese Stealth Armor - Cannot be worn with hats, glasses, or masks.
- Laser Rifle - Added notation of bonus critical hit chance, corrected beam splitter effect to split into two beams, not three.
- Rebound - Now correctly uses Rebound withdrawal instead of Jet withdrawal for addiction effects.
- Tri-beam Laser Rifle - Added in missing distant fire noise. Long-distance shots from NPCs are no longer silent.
- -- FROM MOGOMRA --
- Mogomra contacted me after I mentioned that I was unable to fix any of the many level geometry issues that the game had, particularly instances where the interior of a location didn't match the exterior. Rather than pointing me to a fix I had overlooked, Mogomra actually made these fixes himself specifically for YUP. Many many many thanks go to him, as this is something I never could have done myself.
- Dino Dee-Lite Motel Overhaul - https://www.nexusmods.com/newvegas/mods/54701/
- El Rey Motel Overhaul - https://www.nexusmods.com/newvegas/mods/52979/
- Nipton Town Hall Door Fix - https://www.nexusmods.com/newvegas/mods/54682/
- -- FROM J.E. SAWYER/JSAWYER.ESP --
- Alright, before you ask, no J.E. Sawyer is not sending me bug fixes. However, a number of the changes he made in Jsawyer.esp were bug fixes, and I have incorporated them into YUP. I should also note that a lot of these were pointed out to me by OniKeaton and sandbox6 on the New Vegas Nexus.
- Deathclaw Hunter Pro - added a number of Deathclaw variants which the challenge wouldn't count previously.
- In Shining Armor - added the Lightweight Metal Armor to the list of armors covered by this perk.
- Laser Pistol, Rifle, and AER14 Prototype - Added the "DummyNVKnifeEffect" to the weapons so they note their enhanced crit chance when viewed in the Pip-Boy.
- Power Armor - corrected the audio template on various bits of power armor so that it uses the Power Armor template, not the Heavy Armor template.
- The Same Could Be Said of All Religious Weapons - added A Light Shining in Darkness to the challenge list (Base Game + All DLC version only)
- Vault Suit Repair - added Vault 11, 19, 21, 24, and 34 jumpsuits to the repair list for Vault Suits.
- -- AND THE REST --
- 26_fixes by 269091 (crusher mesh only) - https://www.nexusmods.com/newvegas/mods/36191/
- 45 Auto - Box Case Fix by Dafi536 - https://www.nexusmods.com/newvegas/mods/41988/
- A Ghost Town Gunfight Side Quest Fix by Shantih (modified to 4 kills, not 1) - https://www.nexusmods.com/newvegas/mods/45029/
- Aba Daba Honeymoon dialogue loop fix by garamir - https://www.nexusmods.com/newvegas/mods/38437/
- AG Shell Casing Fixes 1-1 by ApocalypticGirl - https://www.nexusmods.com/newvegas/mods/36322/
- Andis-Female-Enclaveofficer-Fix by Andi_669 - https://www.nexusmods.com/newvegas/mods/38074/ - Permission granted via PM; thank you!
- Anti-Material Rifle Fix by BeyondTom - https://www.nexusmods.com/newvegas/mods/56515/
- Arcade Distance Fix by MA-1025 - https://www.nexusmods.com/newvegas/mods/44302/
- Arcade Gannon Rehire Bug Fix by Stygs - https://www.nexusmods.com/newvegas/mods/38355/ - Permission granted via PM; thank you!
- Backwards Bumper Sword Fix by The Texan - https://www.nexusmods.com/newvegas/mods/44991/ - Permission granted via PM; thank you!
- Black Mountain Rhonda Fix by Machienzo - https://www.nexusmods.com/newvegas/mods/38699/ - Permissions recently changed ^_^
- Boxcars Grim Reaper Greet Fix by dingdongdummy909 - https://www.nexusmods.com/newvegas/mods/47244/
- BugFixes06 by Frontsalat (placement fixes only) - https://www.nexusmods.com/newvegas/mods/36774/
- Caravan Card Corrections by Soukey - https://www.nexusmods.com/newvegas/mods/50723/
- Casino Suit Fix by zedas (Chairmen/Omertas only) - https://www.nexusmods.com/newvegas/mods/45410/
- Cass Dialog Fix by TheNeglected - https://www.nexusmods.com/newvegas/mods/47809/
- Cateye Nuka-Quartz Fix by RoyBatterian - https://www.nexusmods.com/newvegas/mods/57683/
- Certified Tech Fix by Fallout10mm - https://www.nexusmods.com/newvegas/mods/44191/ - Permission granted via PM; thank you!
- Chemist and Chem Challenge Perk Fix by EvanBGood - https://www.nexusmods.com/newvegas/mods/40491/
- Combat Armor Reinforced Mk1 and 2 Fix by Lexx - https://www.nexusmods.com/newvegas/mods/35173/
- Craig Boone Warn Fix by RickerHK - https://www.nexusmods.com/newvegas/mods/38842/
- Crimson Caravan Invoice Bug Fix by Silas - https://www.nexusmods.com/newvegas/mods/36569/
- Dead Money Deans Blackmail holo fix by delamer - https://www.nexusmods.com/newvegas/mods/43294/
- Dead Money Fireworks Fix by Weijiesen - https://www.nexusmods.com/newvegas/mods/61635/
- Desperado Cowboy Hat backwards fix by TheNeglected - https://www.nexusmods.com/newvegas/mods/47522/
- Disguised Frumentarius Fix by Spybreak001 - https://www.nexusmods.com/newvegas/mods/48594/ - Permission ALSO granted in PM as well as Nexus permissions system.
- Displacer Glove and Pushy Icon Fix by slippyguy - https://www.nexusmods.com/newvegas/mods/44393/
- ED-E avoids traps by Volek - https://www.nexusmods.com/newvegas/mods/38886/
- Elijahs Last Words Fix by Loub - https://www.nexusmods.com/newvegas/mods/44929/
- Ending Fixes by Nsinger (Hanlon fix only) - https://www.nexusmods.com/newvegas/mods/42224/
- Essential UI Bug Fixes by axonis https://www.nexusmods.com/newvegas/mods/65884
- EVEs Plasma Caster 3rd Person Firing Fix by VWgolfR1 (base textures restored) - https://www.nexusmods.com/newvegas/mods/51841/ - Special edit just for YUP; thank you very, very much! ^_^
- Fix - Well rested hardcore by Driffster - https://www.nexusmods.com/newvegas/mods/37335/
- Fix for Machine Head Perk Ranks by FR242 - https://www.nexusmods.com/newvegas/mods/42035/
- Fixed Leather and Ranger gloves by vometia - https://www.nexusmods.com/newvegas/mods/37099/
- Fixed Party Hat by KiCHo666 - https://www.nexusmods.com/newvegas/mods/62622/
- Fixed Riot Gear Helmets by Peryite7 - https://www.nexusmods.com/newvegas/mods/44208/
- FNV - BeardEyebrowFix by GenGrimm - https://www.nexusmods.com/newvegas/mods/34730/ - Permission requirements in description met
- Followers Aid NCR Fix by Lostami - https://www.nexusmods.com/newvegas/mods/38164
- Followers Clinic donation fix by Squirm - https://www.nexusmods.com/newvegas/mods/37808/
- FOOK Ash Goo Pile Fix - Complete by Aznmike316 - https://www.nexusmods.com/newvegas/mods/44710/
- Four Eyes Perk fix by Mitia - https://www.nexusmods.com/newvegas/mods/36981/
- Free Radical Perk Fix by VaultdwellerExile - https://www.nexusmods.com/newvegas/mods/35074
- Freeside Kings Gift Giving Fix by WuphonsReach - https://www.nexusmods.com/newvegas/mods/36640
- Gate Sound Fix by Axonis - https://www.nexusmods.com/newvegas/mods/65831
- GRA - Shotgun Shell Fix by drakkar123 - https://www.nexusmods.com/newvegas/mods/48164/
- GRA Katana Sound Fix by slippyguy - https://www.nexusmods.com/newvegas/mods/44241/
- Heave Ho - Euclid C-Finder fix by Explosivo666 - https://www.nexusmods.com/newvegas/mods/35596/
- Holorifle condition fix by Lanternless - https://www.nexusmods.com/newvegas/mods/49447/ - Permission granted in description
- Hunting Rifle Mesh Fixes by MadCat221 - https://www.nexusmods.com/newvegas/mods/41945/ - Permission granted in description
- I fought the law - Alarm fix by Jake Ryan - https://www.nexusmods.com/newvegas/mods/41061/
- In Shining Armor Perk Fix by Lopham - https://www.nexusmods.com/newvegas/mods/44721/ - Permission granted via PM; thank you!
- Jack and Diane Fix by MadCat221 - https://www.nexusmods.com/newvegas/mods/42669/ - Permission granted via PM; thank you!
- Lucky 38 terminal bug fix by Oacid - https://www.nexusmods.com/newvegas/mods/48284/
- Lucky 38 World LOD Fix by tostikaas https://www.nexusmods.com/newvegas/mods/68230
- Machete Fix by Arlekin - https://www.nexusmods.com/newvegas/mods/41043/
- Melody Dialogue Fix by Ripple - https://www.nexusmods.com/newvegas/mods/37697/
- Memphis Kid Oufit Fix by BeyondTom - https://www.nexusmods.com/newvegas/mods/55772/ - Permissions requirements met, also granted via PM; thank you!
- Mission Mojave x93 by The Team Mystery (some portions) - https://www.nexusmods.com/newvegas/download/102294 - Permission granted via PM; thank you!
- Mister Sandman Perk Fix by StayLight - https://www.nexusmods.com/newvegas/mods/38385/
- Mother Deathclaw head dismemberment fix by Kicho666 - https://www.nexusmods.com/newvegas/mods/62713/
- MrCuddlesFix by CuChullain - https://www.nexusmods.com/newvegas/mods/37668/
- NVEC Reduce CTDs by hairylegs222 (some portions) - https://www.nexusmods.com/newvegas/mods/44204/ - Permission granted in YUP comments; thank you!
- NeilBugFix by Hamish Milne - https://www.nexusmods.com/newvegas/mods/37606/
- New Vegas Various Fixes - Honest Hearts by EDCrtehbest (some portions) - https://www.nexusmods.com/newvegas/mods/42105/
- Nivea Dog Eye Fix by Nivea - https://www.nexusmods.com/newvegas/mods/42029/ - Permission granted in YUP comments; thank you!
- No Repeating Songs in Mysterious Broadcast, by WarMachineDD7. https://www.nexusmods.com/newvegas/mods/65502
- OWB Sonic Emitter Projectile Fix by EssArrBee - https://www.nexusmods.com/newvegas/mods/57782/
- Perk Fix - The Professional - https://www.nexusmods.com/newvegas/mods/35275/
- Pipboy Fix by Silvie - https://www.nexusmods.com/newvegas/mods/50505/
- Powder Charge Fix by KiCHo666 - https://www.nexusmods.com/newvegas/mods/62644/
- Power Armor Pauldron Glitch Fix by trulypanda - https://www.nexusmods.com/newvegas/mods/62284
- Primm Rumours Fix by Paul_NZ - https://www.nexusmods.com/newvegas/mods/36988/
- Ranger armors and Riot Gear clipping weapons bug and posture fixed by kotorisovanie - https://www.nexusmods.com/newvegas/mods/61219/
- Ranger Gray Hat Clipping Fix by PyroJesus - https://www.nexusmods.com/newvegas/mods/39688/ - Permission granted via PM; thank you!
- Ravens UV map fix by Rowd - https://www.nexusmods.com/newvegas/mods/62271
- Ratslayer Fix by Leweh - https://www.nexusmods.com/newvegas/mods/41827/ - Permission requirements in description met
- Rebound AP Fix by Kotlecik - https://www.nexusmods.com/newvegas/mods/46427/
- Rebound Withdrawal by Augmentation - https://www.nexusmods.com/newvegas/mods/40141/
- Reinforced Leather Armour First-Person Clipping FIx by Leedsfuzz - https://www.nexusmods.com/newvegas/mods/51924/
- Riot Shotgun Shell Casing Fix by HeroinZero - https://www.nexusmods.com/newvegas/mods/37315/
- Rifle Clipping Fix by DrunkGhoul - https://www.nexusmods.com/newvegas/mods/40150/
- Service Rifle - Reflex Sight Mesh Fix by morcris96 - https://www.nexusmods.com/newvegas/mods/38824/
- Sil 22 smg grip fix by ANTOmobile - https://www.nexusmods.com/newvegas/mods/44117/
- SMMG Reload Sound Timing Fix by gir489 - https://www.nexusmods.com/newvegas/mods/63935/?
- Sneak Sight and Overlay fixes by Censor - https://www.nexusmods.com/newvegas/mods/55055/
- Stealth Suit MK II Speed Fix by Daftcnut - https://www.nexusmods.com/newvegas/mods/49849/
- StillInTheDark-Holotapes dialog fix by Duinuogwuin - https://www.nexusmods.com/newvegas/mods/39667/
- Tesla Cannon Explosion Fix by GenaTrius - https://www.nexusmods.com/newvegas/mods/60655/
- This Machine mesh and iron sight fix by san_nanasi - https://www.nexusmods.com/newvegas/mods/44870/ - Permission granted via PM; thank you!
- Ulysses Bark Fix by MoBurma - https://www.nexusmods.com/newvegas/mods/47637/ - Permissions granted in description
- Unarmed Weapons Fix by DrunkGhoul - https://www.nexusmods.com/newvegas/mods/38269/
- Vault 3 Door Fix by GTA44 - https://www.nexusmods.com/newvegas/mods/38694/
- Vaultsuit 3 and 34 texturefix by Papapdopoulos - https://www.nexusmods.com/newvegas/mods/44472/
- Vendor Bulk Buy Fixer by MadCat221 - https://www.nexusmods.com/newvegas/mods/39632/ - Permission granted via PM; thank you!
- We All Go Together - Camp Searchlight by Explosivo666 - https://www.nexusmods.com/newvegas/mods/37841/
- Weapon Animation Replacers by joefoxx082 (fixed rifle aim animation only) - https://www.nexusmods.com/newvegas/mods/38527/
- Wheel of Fortune quest fix by AIDS9001 - https://www.nexusmods.com/newvegas/mods/35211/
- YUP custom fixes:
- -- NOTE: Many of these are fixes for issues addressed by other bugfixes. In these cases I either did not like the fix method used, didn't want the other typically non-bugfix changes which came with the fix, or (rarely) was unable to secure permission to use the original. In any case the YUP-specific versions are entirely my own work. --
- DM 5mm Junk Rounds (unused) - Added the standard 5mm -15 DT effect.
- DM Capture Sequence - Removed some unneeded checks of companion status in the initial capture sequence script. The script was literally checking the status of every companion and then doing nothing different depending on what it found.
- DM Elijah's Note - Switched the "get note" choice on the terminal to use the more appropriate "AddNote" GECK function.
- DM Elijah's Radio - Corrected a bad "previous info" reference in the radio messages you hear after locking Elijah in the vault.
- DM Equipment Return - Stopped the equipment return script from telling you about every single item returned to you. Instead you are given a simple message saying that you recovered your confiscated equipment.
- DM Ghost Sight, Sierra Madre Martini - Modified to interact properly with the Chemist/Day Tripper fix.
- DM Outfit Return/Redeem Options - Corrected abbreviation on vending machine options from "SA Armor" to "SM Armor". Corrected icons on two options. Prevented players from turning in items they are currently wearing, which allowed them to retain armor/clothing effects after the item had been removed.
- DM Vera's Auto Doc - Switched condition check to use more appropriate "HasNote" function.
- GRA 5.56mm Pistol, 25mm Grenade APW, Battle Rifle - Associated with the intended repair list, so that they can be repaired without the Jury Rigging perk.
- GRA Vendors - Marked three vendor containers as respawning, correcting a bug propigated from normal FNV.
- GRA Weapons - Added the Li'l Devil, MFC Grenades, Nuka-Grenades, and Tin Grenades to the Improved Holdout Weapons list, allowing you to sneak them into Casinos and the like if your sneak skill is above 50.
- HH Blood Shield, Datura Hide - Modified to interact properly with the Chemist/Day Tripper fix.
- HH Cave Fungus - Will now reliably regrow three days after you last picked it.
- HH Joshua Graham greeting - Removed the "I killed Caesar" dialog choice being available literally the first time you talk to Joshua Graham.
- HH Survivalist's Duffle - Marked the Duffle Bag containing the Survivalist's Rifle as "No AI Aquire", which should stop NPCs from grabbing the rifle.
- HH Yao Guai Gauntlet and She's Embrace - Now correctly marked as Unarmed weapons, rather than Melee.
- LR Auto Docs - Hardcoded references to player to ensure addiction removal happens, also add UltraJet addiction removal.
- LR Breathing and Ulysses' Mask - Untagged from "headband" slot; now only occupies the "mask" slot.
- LR Dead Man's Burden/Scourge of the East/The Bear-Slayer - You will not get the "Add SPECIAL Points" menu if all of your SPECIAL skills are at 10 when/if you launch the missiles at the conclusion of the DLC.
- LR ED-E Repair Pod - Fixed Repair Pod Terminal so that it factors in Bots who have been KO'd through the use of Robotics Expert.
- LR Marked Perk - Correctly states that it raises Damage Threshold, not Damage Resistance.
- LR Riot Helmets - Marked so that they also occupy the Eye Glasses, Hat, and Headband slots, so that items which occupy those slots cannot be worn with the Riot Helmets.
- LR Rushing Water - Modified to interact properly with the Chemist/Day Tripper fix.
- LR Shoulder Mounted Machine Gun - Fixed critical hit modifier, which was incorrectly set to zero.
- LR Thought You Died - Fixed perk so that extra health can be healed fully by Doctors/food/etc.
- LR Voracious Reader - Dramatically lowered spam from picking up burned/damaged/etc. books. You are instead given a single summary message of how many books were converted once you have stopped picking them up for a few seconds. The perk works exactly the same otherwise.
- OWB 1st Person Textures - Applied several high-res first person textures which the devs forgot to apply.
- OWB Cardiac Arrest - Corrected the critical hit chance penalty for robots to -25%, rather than -50%.
- OWB Gabe's Bark - Separated the Gabe's Bark knockdown script from the existing Bighorner knockdown script, which gave Bighorners a 100% chance of knocking you down when they attacked.
- OWB Headear - Altered the valence radii-accentuator, atomic-valence tri-radii oscillator, and all lobotomite headgear so they will not make the player bald. Also untagged the Lobotomite Mask as taking up the Eyeglasses slot, since it does not cover that area
- OWB Logan's Loophole - Changed the perk to simply check the perk owner's level, rather than a hardcoded reference to the player (which sometimes failed). Also changed the logic to only kick in at level 30 EXACTLY.
- OWB Military Cyberdog - Fixed an error in the NIF for the Military Cyberdog's braincase which made it invisible, rather than yellow and glowing as it should be.
- OWB Mutant Cave Fungus - Will now reliably regrow three days after you last picked it.
- OWB Mysterious Broadcast - Made re-encoded versions of "Begin Again", which had header issues and differing song lengths between the mono and stereo versions, both of which were making the station hang when it tried to play the song.
- OWB Sink Sink - Upped the amount the Sink heals your dehydration so that it fully cures ALL dehydration (she does say you can drink as much as you like).
- OWB Sink Vendor - Ensured the vendor in the Sink refreshes as normal vendors (just marks the vendor chest as a Quest item).
- OWB Skilled - Stopped the Skilled Trait from constantly re-adding +5 to all your skills when taken and re-added.
- OWB Stealth Suit MK II - Prevented automatically administered Med-X from getting you addicted, made administered Stimpaks scale with medicine skill (actually administers stimpaks directly, rather than simulating them with a special effect).
- Pre-Order Packs/Courier's Stash - Added a combined patch for a number of issues with the various Pre-Order Packs, when combined known as Courier's Stash. Specifically, this stops the Vault 13 Canteen message from appearing during any slide sequences (including DLC intros/endings), adds the various special weapons to the appropriate perk/etc. lists, and corrects the issues seen when attempting to mod the Weathered 10mm Pistol.
- !NULL! entries - Fixed various missing, absent, or null entries scattered around a variety of (mostly unused) resources and content. A lot of this was legacy Fallout 3 content which didn't have new fields filled in, things like the "silent" flag on weapons and the like. Also several sound-related entries had null entries, notably including the Region audio set for the McCarran terminal. This may have contributed to the crashes numerous people experience there.
- .308 JSP Hand Load - Name changed to .308 JSP (Hand Load) to be more consistent with the names of other Hand Load rounds.
- 1st Recon - Prevented them from saying they wished they had a 1st Recon Sniper looking after them, for obvious reasons. Pointed out by OniKeaton
- Actor Value Info - Altered some abbreviations for consistency, specifically Resistance, which was abbreviated variously as "Res.", "Resis.", and "Resis". I opted for "Resis." as it was the most common.
- Animations - Corrected a whole bunch of animation records which had incorrect "Run On" tags set for conditions. Curiously, it was mostly the "GetUpLeft" animations for creatures.
- Ant Queen - Fixed her items-on-death list so that she will always drop Ant Queen Pheremones and a number of ant eggs; the list was lacking the "Use All" tag which gives all items in a list (as intended) rather than a random selection of one entry from the list.
- Antivenom - Changed equip type from Stimpak to Food and gave it a miniscule weight (0.0001) to overcome a bewildering engine bug that prevented NPCs and Companions from using the item automatically when needed.
- Authority Glasses - Switched to the more appropriate sunglasses icon, rather than the eyeglasses icon
- Banana Yucca, Barrel Cactus, Broc Flower, Buffalo Gourd, Honey Mesquite, Jalapeño Pepper, Maize, Nevada Agave, Pinto Beans, Prickly Pear Cactus, White Horsenettle, Xander Root - Will now reliably regrow three days after you last picked them.
- Battle of Hoover Dam - Fixed the faction assignments of three of the NCR Rangers assigned to protect General Oliver (they had none).
- Beautiful Beatdown - Now alters the AP cost of completely unarmed attacks (fists only).
- Biker Goggles - Now qualify for the Four Eyes perk.
- Birds of a Feather - Fixed an issue with Jean-Baptiste Cutting's dialog on delivery of Cass to him
- Black Mountain Radio - Disabled Tabitha's broadcast the moment she leaves the broadcast booth and talks to you once/if you repair Rhonda.
- Brotherhood of Steel Explosive Collar - Ensured it only triggers when you are actively wearing it and when the appropriate quest is still active
- Bulk Items (ammo, cases, powder, etc.) - Altered the Vendor Bulk Buy Fixer so that it will properly account for Bulk items which have been placed in the world.
- Butter Knife - changed the name of one variant to "Metal Butter Knife" so its possible to tell the two apart in the inventory screen.
- Caesar's Armor - Prevents it from turning female characters partially Caucasian when worn. (Fixed mesh by Crystalking52)
- Caleb McCaffery - Decapitating him no longer screws up the strip so that you have to wear an Old Cowboy Hat to enter it without crashing.
- Camp Forlorn Hope - Altered the XP rewards for healing the injured troopers so that it matches the Medicine skill levels required to heal them.
- Camp McCarran - Altered some barks said by McCarran inhabitants to ensure they don't talk about specific dead NPCs as though they are alive.
- Cazadores - Fixed faction information on a few variants which had somehow been placed in the Bloatfly faction instead.
- Charimen - Added a bit of extra code to ensure they wear Dark suits as they were intended to.
- Classic Inspiration/Codac R9000 - Added code to remove quest item status on the Codac R9000 after completion of the Classic Inspiration quest.
- Come Fly With Me - Added code to remove quest item status on Rocket Sovenirs and other related quest items (Isotope Igniting Agent, Thrust Control Modules) after completion of the Come Fly With Me quest. The top level of the Rocket Lab will also be unmarked as an owned location when/if the Bright Brotherhood leaves. This will apply to the items in the top level of the lab as well.
- Contreras - Marked his merchant container as a Quest Item so that it will reliably restock every 3 days. You will now receive This Machine if you complete his unmarked quest by arranging a deal between him and Keller.
- Cottonwood Cove - Fixed a condition check in the challenge dialog issued by the Legion Explorer who greets you on arrival. The comparison operator wasn't set correctly so you could basically lie and say you were a friend of the Legion if you weren't, which wasn't intended.
- Coyote Tobacco - Modified to interact properly with the Chemist/Day Tripper fix.
- Dead NPCs - Marked some additional pre-dead creature and NPC classes as non-respawning so they don't resurrect after 3 days of being dead. Note that this only applies to NPCs who start the game dead, e.g. the Burned Bodies north of Goodsprings, Trash at the Test Site, etc.
- Demise of the Machines/Machine Head - The challenge now tells you the correct rank of the perk it adds, and can be completed three times as intended.
- Demolitions Expert List (unused) - Added various explosives weapons to the Demoltions Expert form list. It's unused by the perk itself, but some mods may use it.
- Doctor Usanagi - For low-intelligence characters, her offer for the Intelligence Implant no longer disappears if you do not take it the first time you ask about it. She will also always heal the player when given caps to do so, even if the game doesn't perform the normal "black out" routine.
- Enclave Outfits (DamWar versions) - Corrected audio templates on the Enclave Officer and Enclave Scientist outfits to use the Light and Plastic audio templates respectively.
- Etienne - Now has an additional greeting that may randomly play.
- Evolved Centaurs - Gave them a custom ragdoll and body part data set using the correct physics/animation skeleton, rather than the one for normal Centaurs. Also made their heads unremoveable to prevent display glitches when you gib their faces.
- Fixer - Stopped it from permanently fixing withdrawal effects, fixed temporary addiction removal, added Ultrajet addiction to effects fixed by temporary and permanent addiction removal.
- Flags of our Foul Ups - Corrected a condition that was checking for a non-existent objective being displayed. Fortunately it was checking that it was NOT being displayed, so it wasn't preventing dialog from being heard. Corrected it to point at the proper objective.
- For Auld Lang Syne - Ensured Arcade properly re-equips his default equipment after leaving your party (script fixes by TheSilenced).
- Forecaster - You will always have the option to exit conversation with him via the "On second thought, maybe another time" option.
- Friend of the Night - The perk now operates whenever you are indoors as intended, rather than being time dependent. Removing the perk while it is active no longer gives you permanent night vision.
- Garrets/Atomic Wrangler - Forging a deal between the Followers and the Garrets will add Jacob Hoff's drinks to the Garrets' regular inventory, rather than only making the drinks appear when you ask James Garret how business is and he happens to mention Hoff.
- Gauss Rifle - Altered the Gauss Rifle projectile so that it is not marked as explosive and thus will score critical hits while in VATS, but retained the body-flinging explosion effect by way of a script added to the weapon itself which spawns the explosion when a target is hit. The explosion portion may be overridden by certain mods, particularly WMX and WME.
- Ghoul Race - Made a "No Hair" Hair type and marked it as the default for Male and Female Ghouls, rather than a NULL entry which can cause issues.
- Golden Gloves - Switched to the unused Golden Gloves Pip-Boy icon.
- Goodsprings Schoolhouse - Lockpicking the safe no longer causes the computer terminal to visibly vanish and then fade back in.
- Grimy Pre-War Businesswear - Corrected the textures used on the male version to the darker texture set.
- Guess Who I Saw Today - Fixed an issue with a condition check in some of Calamity's dialog which was checking against a non-existent quest objective. The intent was that if Lily helped you find the invisible Night Stalkers the readings would be stable, while if she didn't her readings would be unstable.
- H&H Tools Factory - Made the listed dates on terminal journal entries match up to the dates on the notes you are given. Also corrected the final note from Anthony House so that it isn't signed "Alexander House". Both of these were pointed out by OniKeaton.
- Here and Now - Added in a method to properly check what the maximum possible level is for the player, so that the perk will always be available if the player has not reached the level cap but will stop being available once they have. This method will work automatically with mods which raise the base level cap.
- Hardened Sentry Bot - Restored its missing DT rating.
- Headwear - Marked the White Glove Society Mask, White Mask, and Space Suit Helmet as not using the Hat slot so as to not screw up hair needlessly.
- Hidden Valley Virus - Altered the virus isolation script to prevent a bug that could make it impossible to find and isolate the virus if a variable was somehow incremented higher than what the script expected.
- How Little We Know/For The Republic, Part 2 - Added an additional condition check to Colonel Moore's dialog so that you can report your findings on the Omertas if you complete How Little We Know without talking to Liza O'Malley first.
- I Fought the Law - Added a secondary disable trigger for the NCRCF alarm to compliment Jake Ryan's alarm fix. This one will manually turn off any alarms in the compound once you re-enter it after the completion of I Fought the Law, regardless of what side "won". This is mostly a COA (cover our asses) bit of code, but should handle anyone who completed this quest before installing the fix.
- Ike - The Boulder City bartender no longer shares his inventory with Trudy back in Goodsprings.
- Jacobstown Lodge - Tagged three unowned dressers as owned. The entire ownership thing in the lodge is wonky though and needs to be overhauled.
- Jane's Brahmin - Marked Lady Jane's Brahmin in the Broc Flower Cave as a Quest Item so it won't get deleted, leaving you unable to retrieve the loot she directs you to.
- Jack (Red Rock Canyon) - Fixed a condition check on his dialog that was preventing the "good reputation" dialog from playing if you tried to trade with him. This means you can now get a discount from him if you have a positive reputation with the Khans.
- Jerry the Punk, Oscar Velasco - Now are capable of fast-traveling to their destinations when away from the player.
- Karma - Removed the Karmic alignment on a large number of creatures and some humanoid NPCs, mostly due to inconsistencies (e.g. some Deathclaws are evil but not all). Most prominently this will affect feral ghouls, who used to be a bewildering source of positive Karma. Additionally there were some oddball and inconsistent entries, like Neil being marked as Evil or some Glowing Trooper Ghouls being marked as Good.
- Karma (again) - Reduced the bonus for killing Evil NPCs from +100 Karma to +5 Karma. This was done because you could go on a combined arson-burglary-pickpocketing-slaughter rampage and accrue Very Evil Karma, then kill 20 Fiends and have perfect Very Good Karma. Also fixed a bug which, paradoxically, gave you only +2 Karma for killing a Very Evil NPC. Instead you will receive +200 Karma as was (apparently) intended.
- Laser Commander - Perk now affects the Recharger Pistol and Recharger Rifle. It already affected the unique MF Hyperbreeder Alpha.
- Legionary Assassins/NCR Rangers - Fixed some problems that could cause the Faction-based assassination NPCs to stop coming after you after a few attempts. I've also added code that should help prevent the assassins from getting separated on their way to ambush you.
- Living Anatomy - No longer displays an erroneous +5% weapon damage when viewing weapons in the Pip-Boy.
- Loose Cannon - Modified the perk so that it will now affect all weapons that use the "thrown weapon" animation type (which encompasses all grenades and thrown weapons) rather than relying on a list that mods and even some DLCs overlook.
- Malcolm Holmes - Will wait for you to exit combat before he tries to talk to you.
- Merchants (general) - All merchants cap counts can only go as high as 32,000, to prevent an engine error that could prevent the player from obtaining any caps when they sold items to the merchant. If a merchant somehow obtains more than 32,000 caps (usually from the player buying things) the excess will be converted to either NCR dollars or Legion Denarii as appropriate.
- Michelle and Samuel Kerr - The 188 Merchants will no longer eat their own food items before they can sell them to you.
- Mojave Outpust - Fixed an un-pickable Barrel Cactus found near the West end of the Outpost. This is the ONLY cactus affected in this way, and clearly unintentional.
- Mojave Outpost Barracks - Fixed ownership on all of the items behind the counter so that Lacey will sell them (and NCR Troopers won't steal said items). Also assigned ownership of the various empty whiskey bottles around Cass to her.
- Mr. House's Terminal - Fixed a condition on his terminal which was set to check against a NULL reference.
- NCR Sharecropper Greenhouses - Corrected missing ownership on two of the water valves, pickups like dirty water, and some of the pickables like Maize. Most instances of these were marked correctly, but not all of them. Partially pointed out by OniKeaton.
- Nipton Legionary Explorers - Legionary Explorers will have a default response of "<says nothing>" when you try to talk to them, rather than the game pausing for a second, zooming in on them, then zooming back out and unpausing a fraction of a second later.
- Nothin' But a Hound Dog - Fixed a condition check on the option to turn down The King which was preventing it from showing up in some situations.
- Old Vaquero - Now checks for the Guns-skill weapons on the Cowboy list as well, which will provide limited error correction for mods (or DLC) which add qualifying weapons to one list but not the other.
- Paladin Ramos - Fixed his pathetically low health: his base health was set to 10 instead of 100 like every other Paladin.
- Pimp-Boy 3 Billion - Made a fixed female Pimp-Boy 3 Billion mesh using Silvie's fixed Pip-Boy 3000 mesh as a base. It was just a matter of updating textures and copying over the mesh data for the bling diamonds. It's still mostly Silvie's work.
- Pinto Beans - Ensured the 3d shape of pickable Pinto Beans are reset when they have regrown.
- Radio New Vegas - Corrected an instance of Big Iron playing when Stars of the Midnight Range was meant to be.
- Ranger Hat - Changed equip type from Body Wear to Head Wear, gave it a weight and value to match the other Ranger hats.
- Ranger Hats (more) - Added the +1 Perception effect that's supposed to be on all gear which shades your vision from the sun.
- REPCONN HQ Tour - Fixed a spacing typo in the tour text ("the answer" instead of "theanswer")
- REPCONN Rocket Facility - Fixed ownership issue with a number of placed items (RadX, RadAway) which were assigned ownership to the unused creature version of Jason Bright rather than the standard humanoid version.
- Rose of Sharon Cassidy - No longer can gain the Calm Heart and Hand of Vengeance perks at the same time. If she somehow acquires both, Calm Heart will be automatically removed (or more accurately, its effects will no longer apply). If this happens, any current damage to Cass's health will be restored (up to 50 points) to prevent her from dying.
- Safehouses - Hostile NPCs and various critters can no longer make their way inside any of the game's Safehouses, as the door will outright bar them from entry.
- Sarah Weintraub - Made sure she will always have sexy sleepwear on her before she gets into bed with the Courier. Also ensures that you are credited the correct amount of positive reputation with the strip for turning in multiple suits at a time, and that you cannot drop vault suits prior to talking to Sarah, yet still "turn them in" for cash.
- Sealed Sewers - No longer contain standing water that somehow has ignored the laws of physics and not flowed out the door the moment you opened it to enter.
- Sergeant McGee - Now capable of fast-traveling to Camp Forlorn Hope along with the rest of his squad, rather than getting eaten by Geckos despite the rest making it. You also no longer receive notification of his death if he dies after you have gotten Primm a Deputy.
- Slayer - Now affects the speed of completely unarmed (fists only) attacks.
- Sloan - Replaced the five "Donation Boxes" with standard metal crates.
- Still in the Dark - Marked all BoS Paladins carrying Holotapes as Persistent/Quest Items so that they will not despawn.
- Suave Gambler Hat - Fixed to appear as a Fedora on both male AND female wearers.
- Super Slam! - No longer dependent on a Form List that some mods and DLCs overlook.
- Ted Gunderson - Stays out of "fake combat" mode while following you, which could cause some issues.
- The Professional - Only applies to Sneak Attack Criticals, not all critical hits.
- Traps - Expanded Volek's ED-E Avoids Traps fix to also account for Bloatflies, Eyebots, Mister Gutsies/Handies/etc., and even RL-3. It does not exclude Cazadores, since there's no way to tell when they are or are not flying, and also f%$# Cazadores. The fix also applies to the DLC-specific tripwire, pressure plate, and bear trap variants found in Dead Money and Honest Hearts.
- Ultra-Luxe Penthouse - Made sure the sink in the Penthouse dispenses rad-free water, since the toilet already does. Pointed out by OniKeaton.
- Van Graff Vendor Container - Ensures the Van Graff vendor chest refreshes as normal vendors (just marks the vendor chest as a Quest Item).
- Vault 19/Why Can't We Be Friends? - The "Cooke died" ending is played upon completion of the game if you blew up the entire Vault using the Microcline rock. The Microcline rock is also unavailable after completing the quest "Why Can't We Be Friends?" in any way. The "Return to Lem" objective will no longer direct you through the Sulfur Caves you just blew up. Red and Blue Sector Doors will no longer close directly in front of your Companions who are trying to follow you.
- Weapons Free Areas - Ensured that confiscated items previously held by companions will never be deleted, and at the very least will be given to the player in case confiscation scripts go all pearshaped. Stopped the game from telling you about every single item it confiscates from or returns to you in "weapons free" areas (The Fort, all Strip Casinos, the McCarran interrogation room). Instead you will receive a simple "equipment retrieved" message on item return, rather than literally up to five straight minutes of "item added" messages. Your items also will not be returned to companions who are dead or fired.
- Yangtze Memorial - Moved a random-chance Radscorpion spawn that was placed UNDER the terrain surface, which was causing all kinds of weird issues. The spawn is now down in the valley on the far side of the Yangtze Memorial.
- Young Hearts - Fixed Jack's dialog in the event of Janet's death so that you get a chance to calm him down via speech check. Also fixed said speech checks to properly check YOUR speech value, not Jack's.
- Vault 34 - Fixed a bug with the "find Vault 34" challenge that could cause it to succeed randomly (the success threshold was set to 0).
- YUP also recommends these fixes, which couldn't be integrated for technical reasons:
- Dino Dee-Lite Motel Overhaul by Mogomra - https://www.nexusmods.com/newvegas/mods/54701/ - Unable to integrate without NavMesh issues
- Reload Speed Game Start Fix by sergelac - https://www.nexusmods.com/newvegas/mods/42836/ - Requires NVSE
- Water Consumed Stat Fix by Asterra - https://www.nexusmods.com/newvegas/mods/62478/ - Requires NVSE
- YUP no longer needs these bug fixes because they've been fixed by official patches:
- Brain Perk Bugfix - The DT boost is now calculated correctly most of the time. If not, it adds one extra DT, rarely.
- Cazador Stinger Audio Fix
- Dead Money- Dog and Gala bug fixes
- Vault 11 Turret Fix/Vault 11 House Wins Fix
- YUP does NOT include these items because they are not bug fixes:
- Critical Chance Perk Fix - Not a bug. The intended behavior of these perks is a flat percentage increase, not one based on total crit modifier.
- Fallout New Vegas Vanilla hat fix - This is only a fix for other mods which add custom hairstyles, and does other things beyond that. It is not needed for the normal game, and alters the slots used by many pieces of headgear. Only use this if you're using one of the expanded hairstyle mods.
- Gomorrah 3rd Floor Elevator Fix - The third floor was intentionally removed because it made navigating the Gomorrah "too confusing" according to J.E. Sawyer. This falls under the category of cut content restoration.
- Headwrap Perception Fix - +1 to Perception is granted for things which shade your vision from the sun, which is even referenced in the name of the effect (EnchClothingHeadSunGuard). Headwraps don't shade your vision from the sun.
- Marcus Inventory Fix - It makes sense, but it's not technically a bug. He never sees combat in the normal game unless you attack him.
- Minigun Windup Audio Fixer - The Minigun does not have a windup time.
- Ownership Tweaks For Doc Mitchell And Goodsprings - According to J.E. Sawyer, ownership on the various items in houses around Goodsprings were left unowned intentionally so that the player couldn't invoke the ire of the entire town before even getting the game started.
- py Four Eyes Fix - This circumvents one of the intended downsides of taking the Four Eyes perk, namely reduced base Perception.
- Rose of Sharon -Cass- Cassidy Class Fix - Cass' tagged skills were selected for balance reasons, as having her be an expert in Explosives and Unarmed in addition to Guns would make her quite literally the best companion in the game, being the only one with three all-combat tag skills.
- Van Graff Hostility Fix - Several statements from various devs, particularly J.E. Sawyer, have confirmed that making the Van Graffs hostile upon turning in evidence against them is intentional, the basis being that even if the NCR "higher ups" don't know yet, the Van Graffs have enough informants that they can find out that you've betrayed them.
- YUP Changelog:
- v11.8.1
- - Fixed an issue with Jason Bright's condition for the Nightkin being dead.
- - Fixed more issues with Curtis turning non-hostile.
- - Fixed Radio New Vegas skipping some songs. It was caused by the song names not having brackets in all versions. Reported by Chronopost.
- - Corrected spelling of HELIOS. Reported by AVeryUncreativeUsername.
- - Fixed being able to wear glasses and helmets with goggles at the same time and getting the Four Eyes bonus twice. Reported by nikita54377.
- - Removed Recharger Weapons - NPC - Companion fix as it was resetting the player's own charge when using containers. It may return later if a solution can be found.
- - Fixed Doctor Luria missing goodbye flag on the choice for Radiation supplies. Reported by Hermit85.
- - Fixed Misfits using the wrong greetings after getting the drugs for Razz. Reported by Hermit85.
- - Fixed missing flame in Oscar Velasco's fire pit. Reported by Hermit85.
- - (DM) Fixed some gaps and added collision to a pipe that looks like you should be able to walk on it.
- - (GRA) Corrected The Smitty Special's firing sounds. Reported by AVeryUncreativeUsername.
- v11.8
- - Fixed hundreds of typos and subtitle mismatches throughout the whole game and DLC.
- - Fixed Benny at Caesar's tent being re-enabled when visiting the Tops after the crucified version of him is enabled.
- - Fixed still being able to talk to Benny during the fade to black when you've chosen to crucify him.
- - Fixed being unable to speak to Ranger Andy if the massacre is discovered first.
- - Fixed Lorenzo's topic about handing over ED-E having the wrong ID which broke the file path for his voice line.
- - Fixed an issue where Little Buster's corpse would have more than one Cram Opener. Reported by ARVSPEX.
- - Added a check to make sure that Arcade and Lily have the correct unplayable ammo.
- - Fixed Chris Haversam triggering Jason's speech before you've told him you're ready.
- - Fixed missing XP on Jason Bright's Science check about the rockets.
- - Fixed an issue with Jason Bright's Goodbye conditions and a missing Say Once flag.
- - Fixed Bright Followers equipping space suits when they are dead.
- - Fixed an exploit when asking Chet for weapons for the Powder Gangers when Joe Cobb is dead due to the objective being unable to complete after the quest has failed. Reported by mikeprichard. Also fixed a similar issue with Doc Mitchell.
- - Fixed being unable to complete "Back in the Saddle" or "By a Campfire on the Trail" by speaking to Trudy for the first time only after Joe cobb and Ringo are dead.
- - Fixed a minor issue with Joe Cobb's dialogue when asking for a second time if he wants to take over the town. The variable bJoeCobbSafe was supposed to be set when he leans against the house, but apparently this doesn't work from a furniture marker, and all of his dialogues except for his last one on the topic simply check if he's outside instead.
- - Fixed condition for Colonel Moore's response to the Lucky 38 being relit.
- - Fixed Don't Tread on the Bear! not failing when you switch from working with House to Yes Man later in the game.
- - Fixed 3 getstage syntax errors in Yes Man's dialogue scripts.
- - Fixed Yes Man's 'corpse' being unlootable.
- - Fixed issues with the monorail door and the collision being enabled when planting the bomb during "I Put A Spell On You". Reported by Huerta.
- - Fixed companions getting stuck on the train as the script was using the wrong coordinate to check if they were still onboard.
- - Fixed an issue where you could get onto the monorail with the bomb's deactivation code but were unable to use it.
- - Fixed Captain Curtis forgetting that he's supposed to be hostile to you and starting his dialogue again. Reported by Hermit85.
- - Fixed DefaultWarpCompanionsToLinkedMarkerSCRIPT teleporting your companions when someone else uses the door.
- - Fixed Tommy Torini setting the variable for Billy Knight's own barter check which caused his other recruitment topic to appear. Also fixed the quest completing before you've spoken to him about your latest recruit.
- - Fixed Elijah's terminal in the Novac shack not checking if Veronica is present.
- - Fixed Veronica's reaction to Pete's story about Nellis not checking if she's there.
- - Fixed Veronica reacting to the Pulse Gun case and the Vault 22 data terminal at the wrong time.
- - Fixed Veronica reacting to the Brotherhood in the Hoover Dam Power Plant before they are enabled for the final battle.
- - Fixed Nellis locker updating the Pulse Gun objective before you've read Elijah's terminal.
- - Fixed objective to search Nellis still showing after finding the Pulse Gun.
- - Fixed various issues with "I Could Make You Care" objective checks.
- - Fixed downloading the Vault 22 research data and giving it to Hildern before starting "I Could Make You Care" not updating the objectives correctly. Reported by AVeryUncreativeUsername.
- - Corrected "I Could Make You Care" objective for the Pawn Shop, as Miguel's is in Westside, not Freeside.
- - Fixed the farming technology objective still being available after Keely has deleted the files.
- - Fixed Max advancing "I Could Make You Care" when he gives you Euclid's C-Finder before starting the quest.
- - Fixed Keely not being given her password and having her terminal locked if the player uses the stairs before she reaches the elevator.
- - Fixed issues with reporting Keely's death to Angela Williams after choosing to say Goodbye instead.
- - Fixed Angela Williams returning to her forced greeting marker and disabling the player controls as Keely's death sets the quest stage and hides the objectives after the quest is over.
- - Fixed being unable to give Hildern the Crimson Caravan note if Keely is killed after she deletes the Vault 22 data.
- - Fixed some issues when doing the quest in an unusual order could result in Hildern and Williams using the generic What do you need? line.
- - Fixed Clanden potentially being killed by the Securitron Gatekeepers. Reported by rjd1922.
- - Fixed "Oh My Papa" objective for finding the Mongol Empire book not updating when you're forced into stealing it or killing Ezekiel for it when Julie Farkas is dead.
- - Fixed NCR MP's dialogue having goodbye flags when he's harassing you into paying him. Reported by coaaal.
- - Fixed dialogue priority and flags for the NCR Troopers in the sewers.
- - Fixed Bryce Anders not assisting his NCR friends and allies after being rescued. Reported by SHAD0WC0BRA.
- - Fixed issues with passing Rotface's Barter checks during G.I. Blues when you don't have enough caps for the follow-up conditions.
- - Fixed Rotface only getting a hat when you reload the area after he's told you exactly 10 rumors.
- - Corrected Eulogy Jones' hat icon. Reported by SHAD0WC0BRA.
- - Fixed companions attempting to follow you into the flooded sections of Vault 3.
- - Fixed Lt. Hayes saying he'll bring Chomps in for questioning when Chomps is dead.
- - Fixed Powder Gangers being lower case in Hayes' note. Pointed out by AVeryUncreativeUsername.
- - Fixed Melissa missing some choices when you don't choose the one it expects you to pick first.
- - Fixed Melissa turning non-hostile after you betray her.
- - Fixed Tyrone's choice "About those chemical supplies" appearing before you've said anything about them. Also fixed missing choices when you tell him he's already been paid in advance.
- - Fixed completion stage of Aba Daba Honeymoon running more than once when a female courier chooses Jack's "No charge, just helping out." option after teaching him a recipe.
- - Fixed order of Motor-Runner's topic about the package from Jack and Diane so it appears at the top instead of at the bottom.
- - Fixed Private Sexton having a morale topic before you've started his quest.
- - Changed Incinerator equipment type icon to be consistent with the other incinerators and flamers.
- - Changed icon for Melissa's briefcase of drug chemicals to the briefcase icon instead of the junk icon.
- - Changed Redundant failsafe detonator icon as it was using the junk icon.
- - Fixed Benny saying "don't just stand there" to anyone that is actually moving at the time. Reported by Inthegrave.
- - Fixed Gomorrah guard's SendAssaultAlarm angry face for his "Yep, let's rock" response. Reported by Inthegrave.
- - Fixed missing casings for Single Shotgun and Caravan Shotgun variants. Reported by Inthegrave.
- - Fixed Robobrain Mesmetron's mental attack not excluding robots. Reported by Inthegrave.
- - Prevented NPCs from stealing the Holy Frag Grenades.
- - Fixed Siri's Healing Powder topic appearing at the wrong time or not at all, and another issue that dropped you out of the dialogue menu.
- - Gave Siri a stay at editor location package.
- - Fixed Mini Boomer follow package type so they can run around without trying to keep an exact distance apart. Reported by Hermit85.
- - Removed SetAV Assistance 0 from all companion firing scripts to fix rare bug where they'd turn hostile after dismissing them. Reported by RoyBatterian.
- - Fixed floating electric wire near Camp McCarran. Spotted by Dynamo36.
- - Fixed a floating rock near Primm. Spotted by Hermit85. Plus many more.
- - Fixed floating lamp in Vault 21. Spotted by AVeryUncreativeUsername.
- - Fixed Motor-Runner's name missing the dash in a few lines. Reported by AVeryUncreativeUsername.
- - Fixed a misaligned window mesh in Camp McCarran terminal.
- - Added Lucky 38 World LOD Fix by tostikaas. https://www.nexusmods.com/newvegas/mods/68230
- - (DM) Fixed missing voice for one of Dog's lines in the kitchen.
- - (DM) Fixed missing random flags on Christine's confined space barks.
- - (DM) Fixed Puesta del Sol Switching Station terminal notes for the Gas Leak and Status Report being on the wrong entries.
- - (HH) Removed the tweak to the rain quest only running in Zion as it was preventing some weather mods from having rain in other worldspaces.
- - (HH) Fixed Jed not being an objective marker when the weight limit is increased to 100.
- - (OWB) Fixed a failed Science check about Doctor 8's voice appearing after passing it.
- - (OWB) Fixed Mobius' Glove Mad Science Attack damaging your follower's brain condition which made them turn hostile to everyone after you dismiss them. Reported by RoyBatterian.
- - (LR) Fixed Riot Gear shoulders being visible in first person. Reported by AVeryEgg, solution by Haighter219.
- - (LR) Changed Tunneler Emerge Idle Animation to use the Emerge animation instead of EmergeReveal.
- v11.7
- - Fixed Caesar being unable to comment on Vulpes Inculta's death as the global it checks is only ever set to 3, not 1 which is all it was checking for.
- - Fixed Legate Lanius using the wrong line when you talk him into leaving and Vulpes Inculta is dead.
- - Fixed a number of issues with Render Unto Caesar and Et Tumor Brute not failing when you fail at Caesar's surgery and then start combat with Lucius.
- - Fixed Lucius not starting combat if you're wearing Legion armor when you fail at Caesar's surgery. Reported by Hermit85.
- - Fixed Lucius repeating the same failed skill checks over and over, and having both the truthful and the lie "I did all I could" options appear when it was deliberate, and not just because you had too low skill.
- - Fixed no one caring if you attack Caesar while he's in bed for surgery.
- - Fixed Caesar shouting out his death lines when he dies during surgery.
- - Fixed conditions on the option to tell Caesar that Mr. House sent you to infiltrate the camp.
- - Tweaked "I Put A Spell On You" Legion spy package so he won't automatically turn around and go back to base whenever you get close to him and you haven't been detected. It's still not possible to go into the tower ahead of him as he has to be teleported from the door to get to the top.
- - Fixed being able to plant the evidence in Crenshaw's locker and then taking it back out again before you report him to Hsu.
- - Fixed picking up the bomb and the plans from the garbage can before speaking to Hsu not updating the quest until you go back to the empty garbage can. Also changed the fake garbage can into a real one.
- - Fixed Lt. Haggerty not always starting combat when you fail the speech check to lie or choose to Attack. Reported by Hermit85.
- - Fixed Lt. Haggerty not returning to her starting location if she's ever involved in nearby combat.
- - Fixed Clanden being unable to use the elevator when he tries to leave.
- - Fixed Clanden tapes objective not going away when he dies. Reported by DesuJaNai.
- - Fixed some issues with Captain Pappas about reporting the murder and having Clanden arrested. The objective necessary for the arrest, however, is still disabled.
- - Fixed Cachino repeatedly thanking you after How Little We Know has been completed.
- - Fixed Cachino using his regular greeting after he's agreed to take out the bosses. This allowed you to talk about Clanden or Troike when the meeting is already in progress. Reported by dejavu619.
- - Fixed Tommy Torini talking about Benny as if he's still alive. Reported by ledzepiv.
- - Fixed Lily getting lost on the way back to Jacobstown for Doctor Henry's experiment. Reported by Mystery1.
- - Fixed Lily's psychotic break.
- - Fixed Remote Signal Transmitter not being removed when you attach it to the console in the Black Mountain Broadcast building. Reported by Darkspysrival.
- - Fixed Ranger Jackson not taking your evidence against Alice McLafferty and the Van Graffs as it was using removeitem instead of removenote.
- - Fixed Bison Steve elevator not rewarding any XP when repaired. Reported by PeaceDuke1.
- - Fixed floating grass in Fire Root Cavern. Reported by PeaceDuke1.
- - Fixed Jack's question about why you let Janet run to her death having a Goodbye flag that prevented you from answering.
- - Fixed Daniel the Fiend's greeting so you can actually answer his question.
- - Fixed Flags of Our Foul-Ups objectives not completing, and fixed O'Hanrahan's part of the quest.
- - Fixed Classic Inspiration objective not completing.
- - Fixed The White Wash objective for White's locker not completing if you picked up his journal before starting the quest.
- - Fixed Ambassador Crocker and Liza O'Malley getting stuck in their beds.
- - Fixed Radio New Vegas generic music intros that didn't have Link From set as ANY.
- - Corrected NPC Sight Usage values for Trail Carbines, Brush Guns, Anti-Material Rifles, Service Rifles, and Sniper Rifles. Reported by Inthegrave.
- - Fixed OliverRangerSniper package that was using the wrong Anti-material Rifle. Reported by Inthegrave.
- - Fixed Primm Slim's attack animations not being enabled. Reported by Inthegrave.
- - Fixed Cazadore body part data, by Inthegrave.
- - Fixed 25mm and 40mm Grenade ammo forms having no projectile selected. Reported by Inthegrave.
- - Fixed floating and misaligned trains at Gypsum Train Yard. Reported by Inthegrave.
- - Fixed Granny Gangers package failing to work if you're in combat when you leave the robot shop. Reported by Inthegrave.
- - Fixed Tesla Cannon static misapplied textures. Reported by Inthegrave.
- - Fixed NPCs using slow animations instead of fast ones for getting up from furniture when under threat. By Inthegrave.
- - Fixed floating blood spout when a torso explodes. By Inthegrave.
- - The Forecaster will now take off his medicine when he's thinking. Suggested by indianaspace2.
- - Fixed Vault 3 Overseer's terminal having the Unlock Storage Room Doors script on the wrong message.
- - Fixed Bitter-Root using the wrong response for "Not too friendly, are you?" when 10 of Spades is dead.
- - Fixed Cpl. Betsy's lines about conscience apparently being in the wrong order, meaning the first was missed out and the second was noticeably abrupt. It's possible there was supposed to be a Female high Charisma check on the latter part, but the conversation flows better this way.
- - Fixed being able to ask Cpl. Betsy about snipers working in pairs again after you've already asked the Female high Charisma option.
- - Fixed Major Dhatri missing a condition for him to comment on how many Fiend targets you've already killed.
- - Fixed Ranger Grant offering the same question that you just asked regarding the president's visit.
- - Fixed Hoover Dam overflow console and pressure release valve being repeatable.
- - Fixed Lieutenant Markland's book topics still appearing after getting Arcade to train him instead of giving him the books. Reported by Qwinn.
- - Fixed Orris's thugs "merely pretending to be dead", when they really are dead.
- - Fixed a missing High Intelligence flag on Hadrian's line about how much he gets paid, which was preventing the low intelligence line from working.
- - Fixed Chief Hanlon shouting out his death sound after he shoots himself.
- - Fixed Captain Marie Pappas using the current location sandbox package instead of editor location, which is why she'd usually end up lurking near her bed.
- - Fixed Alice McBride using the current location sandbox package, so she'd never return home if you got her to go in front of the Dinosaur without having her killed.
- - Fixed Nelson checkpoint trooper using the current location sandbox package.
- - Fixed 188 NCR Heavy Troopers using the current location sandbox package.
- - Fixed NPCs getting stuck in the DefaultFollowLinkedClose package when their linked reference is an idle marker or is dead. This was most noticeable with the NCR troopers around McCarran and with the Sharecropper guard as their patrols wouldn't work.
- - Enabled 3 disabled boxcars near New Vegas Steel that NPCs would walk around to avoid because they're still navmeshed.
- - Fixed Dr. Richards using the wrong response after you've made a patient worse and you say you've done everything you can to help. Also fixed an out of context choice about the medical tent appearing when you aren't in the tent.
- - Corrected Julie Farkas saying "Mojave" in lower case. Reported by AVeryUncreativeUsername.
- - Corrected Engineer's greeting "hoover dam" in lower case. Reported by ledzepiv.
- - Corrected Private Ortega subtitle mismatch "take shots at marauding Molerats (every) once in awhile". Reported by ledzepiv.
- - Corrected spelling of H2O. Reported by axonis.
- - Lots of fixes for minor typos.
- - Added Essential UI Bug Fixes by axonis https://www.nexusmods.com/newvegas/mods/65884
- - Fixed a Beyond the Beef objective trigger which would delete itself if you entered the kitchen or members-only area before the quest.
- - Fixed Loyal giving you deployable ballast again if you return to him after attaching it to the plane without deploying it.
- - Fixed some of Loyal's greetings not having all of the top-level topics as choices, making you have to pick something else before they'd appear.
- - Fixed being able to ask Loyal for an access code for the VR pods before you've examined them and you even know they have VR pods.
- - Fixed being able to tell Angela Williams that Hildern has mentioned the Followers before you've spoken to him about them. Reported by Qwinn.
- - Fixed priority of Colonel Hsu's topics so the more urgent and important ones appear at the top.
- - Fixed Lucky 38 penthouse Securitron's warning not having a Goodbye flag.
- - Fixed The King's initial greeting having no choices after Farris, Roy, or Wayne have died and G.I. Blues has failed.
- - Fixed Pacer locking himself in with the King if G.I. Blues was failed before meeting him. The King eventually leaves through the rear door at night which breaks continuity with Pacer still asking if you want in to see the King.
- - Fixed Doc Sawbones still giving supplies to you when you're hated by the NCR, due to it incorrectly checking for addictions.
- - Fixed Colonel Moore meeting with Paladin Todd before you've told her that the Brotherhood are offering a temporary truce. Reported by itaberless.
- - Fixed Pretty Sarah saying which prostitutes are available by name after they've died.
- - Fixed being able to give Melody her teddy before you've been asked to help get it back and before you know it's hers. Also removed a previous fix that gave her an extra Goodbye for an old non-reproducible bug that meant you couldn't leave the dialogue menu.
- - Fixed being unable to ask Santiago if he likes his new job at the Wrangler when you haven't rented a room.
- - Fixed being able to tell Julie Farkas that Jerry the Punk wants to join the Followers if he's dead.
- - Fixed Jerry being hostile with the NCR Gamblers at Old Mormon Fort. Reported by Crowley9.
- - Fixed Doctor Kemp missing a mixed reputation check for buying supplies.
- - Fixed Red Lucy death variable not being set when she dies.
- - Fixed some Nightkin that were missing the audio template. Reported by JojiNexus.
- - Fixed missing Say Once flag on questions about the Boomers and the Strip families with Mr. House, which meant you couldn't ask the follow-up questions.
- - Fixed Mr. House using the wrong line when you try to leave after handing over the chip and you haven't upgraded the Securitrons at the vault.
- - Fixed a Pre-War Book that was using the wrong icon. Reported by nukefire316.
- - Fixed Repconn President's terminal option to unlock the safe still appearing after it's been opened.
- - Fixed Repconn Facility RobCo. Inter-office Correspondence hacked terminal entry displaying the wrong note.
- - Fixed Repconn security terminal being able to print unlimited executive keycards.
- - Fixed Repconn keycard scripts setting the HasBadge value to a lower value if you pick up an earlier card.
- - Fixed Private Sexton always sleeping. Reported by itaberless.
- - Fixed missing "Here's your chips" for female cashiers with FemaleAdult02 voice type. Reported by ledzepiv.
- - Fixed Saint James' initial greeting missing the choice list for female couriers.
- - Fixed Snuffles saying whuff instead of snuffle! when asked "How's it going?" after his leg is healed.
- - Fixed Vendors with "No Low Level Processing" flag. Reported by Qolore7.
- - Fixed an issue with Boone if you already have a follower when you first recruit him.
- - Fixed "You can only have one follower at a time." message not appearing when you have a follower and you're trying to recruit someone else for the first time.
- - Fixed Strip Securitrons not upgrading to Mk II, by Miguick.
- - Fixed Gunderson's Hired Hand still saying to watch out for Gunderson when he's dead.
- - Fixed Missing Laser Pistol's stats being inconsistent with other laser pistols.
- - Fixed NPCs commenting on the massacre at Ranger Station Charlie before it happens. Reported by ledzepiv.
- - Fixed Scorpions gang members sleeping in a locked room. Reported by ledzepiv.
- - Gave Roller and Yvette stay at editor location packages as they didn't have any packages at all.
- - Fixed many dialogues that had the wrong values for Kimball's assassination. Reported by ledzepiv.
- - Fixed being able to ask for a new brain for Rex from Old Lady Gibson or Anthony after completing Nothin' But a Hound Dog. Reported by ledzepiv.
- - Fixed Jason Bright having options about "demons" before he's said anything about them, and having the option to say the demons are dead after getting them to leave. Reported by ledzepiv.
- - Fixed some issues with Davison and Harland when you go to the basement before speaking to Jason Bright.
- - Removed Chomps Lewis' unused Enable Parent as it was preventing him from being disabled when he's taken in for questioning. Reported by kazopert.
- - Fixed Chomps Lewis using a goodbye line about you going north when you came from the north.
- - Fixed conditions and random flags for crucified groan and grunt greetings. It's only valid for one voice type and can't normally be heard because they use a pop-up message when they're activated instead.
- - Fixed Captain Curtis, a Crimson Caravan Guard, and some other troopers being hostile when you're in disguise as they weren't in the ArmorNCRFactionNV faction. Reported by ARVSPEX.
- - Fixed Ranger Jackson and Ranger Ghost being unable to raise the alarm when they see through your disguise as they were both missing the sniffer script.
- - Fixed Cass not being in the NCR armor faction so she alone would turn hostile when you're in disguise at the Mojave Outpost bar.
- - Fixed Brotherhood still giving you rewards when you're an enemy.
- - (DM) Fixed Dog/God missing audio template. Reported by JojiNexus.
- - (DM) Corrected NPC Sight Usage value for the Holorifle.
- - (HH) Fixed Follows-Chalk and Waking Cloud's detection bark random flag and ordering.
- - (HH) Fixed gecko armors using the small icons in the campfire menus. Reported by Axonis.
- - (HH) Corrected NPC Sight Usage values for all .45 Auto Pistols and the Survivalist Rifle.
- - (OWB) Fixed Cardiac Arrest and Heartless having no effect in hardcore mode.
- - (OWB) Corrected NPC Sight Usage value for Christine's COS Silencer Rifle.
- - (LR) Fixed 3 warheads that were rewarding XP for killing the nearby Marked Men after you've already killed them. None of the other warheads give kills to the player. Reported by scar93pl.
- - (GRA) Fixed 5.56mm Pistol shell casing model type. Reported by nukefire316.
- - (GRA) Corrected NPC Sight Usage values for the Anti-Materiel Rifle, Battle Rifle, and Medicine Stick.
- From TrueVoidwalker
- - Lily's Assault Carbine and Arcade's Plasma Defender now ignore DT.
- - Changed all perks that use the "Modify Damage Threshold (attacker)" entry point to be Add instead of Set as so they don't overwrite mod added perks that provide extra armor penetration.
- - Thump-Thump will now have extra projectile velocity with all ammo types.
- - Laser RCW, Turret Lasers, and Gauss Rifles now deal energy damage so they can be reduced by Energy Resist increasing effects.
- - The LAER and Elijah's Advanced LAER projectile count on the mod reduced from +2 to +1 projectile, because Laser Rifles also had this and not fixing it on LAERs was inconsistent.
- v11.6
- - Fixed some quest objectives not being completed for "ED-E My Love", "The Moon Comes Over the Tower" and "Eyesight to the Blind" due to errors or missing scripts. Reported by JojiNexus.
- - The objective "ED-E's upgrades are complete" was being set as completed before it was displayed.
- - "Return to Emily Ortal on the New Vegas strip with news that the tower has been bugged" was using the wrong objective number, and the objectives were displayed in the wrong order when you plant the bug.
- - "Report to McNamara that the device has been installed." wasn't set at all.
- - Fixed The Moon Comes Over the Tower rewarding reputation twice. First in the dialogue script and then again in the quest stage.
- - Gave Emily Ortal new packages so she can leave the Strip like she says she will. Also removed her from the VNCRStreet faction when she leaves.
- - Fixed Benny going back to the stool in the Presidential suite if the player leaves and re-enters the cell.
- - Fixed Remnants not being disabled in the ending slideshow room. It turns out that three of them have an enable parent which wasn't referenced anywhere.
- - Fixed PYTHON being set unconscious while on the way to repair the generator if the player leaves the area.
- - Fixed Hoover Dam Intake Tower 01 terminal not being enabled during the Legion battle. Also fixed the despawner trigger box by the door being able to disable the player and your followers or any other NPC after 10 Legionaries have entered it.
- - Fixed Legion Power Plant voice lines.
- - Fixed Layla not appearing due to Johnson Nash's dialogue about Deputy Beagle's death regressing the BeagleCaptured variable. Reported by Hakenian.
- - Fixed conditions on Sergeant McGee's line about Deputy Beagle being rescued.
- - Fixed "Talk to Tommy Torini at the Tops" objective appearing multiple times. Reported by TheAtomicRobot.
- - Fixed Hadrian getting stranded on stage if you tell him he's free to go to the Tops.
- - Fixed The Lonesome drifter being giving an extra guitar if he's already carrying it after he catches you stealing it.
- - Fixed Tommy Torini being unable to use his Talent Pool greetings if you have high or low reputation.
- - Fixed Fisto only being usable once, which would leave you with asking for a refund as the only option. Reported by Zoura55.
- - Fixed Fisto being unlootable.
- - Fixed Swank's Platinum Chip capitalization error. Reported by Zoura55. Also fixed one with Veronica.
- - Fixed Lieutenant Hayes' Mojave outpost capitalization error. Reported by Zoura55.
- - Fixed Colonel Hsu repeating his introductory greetings. Also fixed an incorrect reputation check.
- - Fixed Boone commenting on Oscar Velasco's death after he's agreed to leave the cave at Bitter Springs. Reported by Zoura55.
- - Fixed Lily not staying during the confrontation with Keene. Reported by Zoura55.
- - Fixed incorrect ending slide for the Followers after a Legion victory. Reported by Zoura55.
- - Fixed Brotherhood/Independent endings not playing after powering up the dam. Reported by TheAtomicRobot.
- - Fixed scripts and packages for Hidden Valley Brotherhood target practice. Reported by Zoura55.
- - Fixed Brotherhood saying player-specific Hellos to anyone.
- - Removed erroneous passthrough sounds from several statics. Reported by HalfEmptyMug.
- - Fixed bush sounds being too quiet, by Axonis.
- - Fixed clipping boxes in Sloan Worker Barracks. Reported by Qolore7.
- - Fixed clipping and floating crates at Ranger Station Delta. Reported by Inthegrave.
- - Fixed lots of misplaced containers.
- - Fixed RSDelta Robobrain patrol.
- - Fixed Mags' prompt typo "Get the troops lines up" -> "lined up". Reported by TheAtomicRobot.
- - Fixed two lottery tickets that were under the ground at Nipton Road Reststop. Reported by SciRika.
- - Fixed Legion Recruit and Explorer helmet leveled lists missing the condition on a couple of entries. Reported by Qwinn.
- - Stopped Yes Man from saying ill-fitting death lines when he transfers into the Lucky 38 terminal.
- - Fixed some issues with Old Lady Gibson's dialogue.
- - Fixed Comm Officer Stepinac's conditions for his lines about hearing the Repconn rockets.
- - Fixed Motor-Runner's greeting conditions for when you're wearing NCR armor.
- - Added secondary trigger for Raul's conversation about Andy.
- - Fixed position of Raul's home marker. Reported by Inthegrave.
- - Disabled a misplaced dead brahmin at Black Mountain. Reported by Inthegrave.
- - Fixed a Black Mountain gate so it can be opened by the Nightkin. Reported by Inthegrave.
- - Fixed a clipping shelf in Black Mountain Broadcast Building. Reported by Inthegrave.
- - Fixed Hildern's greetings that were using a VaultPurged variable that wasn't set anywhere.
- - Fixed a door in Vault 22 that didn't disappear correctly when blown up.
- - Fixed Ranger Dobson stating that the NCR have attacked the prison after you only killed Eddie.
- - Fixed exploit for extra perks when you leave Goodsprings and rebuild your character. (DM and GRA perks fixed only in ALL-DLC version. Perks from mods will still be exploitable.) Reported by valshares24.
- - Added failsafe for Don Hostetler going missing. Reported by shades01.
- - Fixed Argyll's medical treatment conditions.
- - Fixed missing name on a couple of computer chairs.
- - Fixed missing name on a Jukebox.
- - Fixed Wasteland Wanderer Outfit arm gap. Reported by SgtSmoothie.
- - Fixed Gun Runner Gunsmiths not being in the Gun Runners dialogue faction.
- - Fixed Gun Runner Headquarters not having ownership.
- - Fixed an objective in "I Could Make You Care" that was using the wrong quest to check if the Vault 22 elevator has been repaired. (VMS06 incorrectly uses the script for VFreeformVault22.)
- - Fixed Boxcars' dialogue adding the topic "Let's talk about something else" instead of "What happened after everyone got lottery tickets?".
- - (DM) Fixed a Grenade Bouquet that wasn't linked to the tripwire. Reported by ToughPuppy.
- - (DM) Fixed missing name on the radio next to Dean.
- - (HH) Fixed Jed Masterson repeating his line about your dealings with Alice McLafferty every time you talk to him. Reported by Zoura55.
- - (OWB) Added No Repeating Songs in Mysterious Broadcast, by WarMachineDD7. https://www.nexusmods.com/newvegas/mods/65502
- - (LR) Fixed missing "Examine Warhead" prompt on an accessible warhead.
- v11.5
- - Fixed Major Knight's Confirmed Bachelor repair option only being available once, and it not being at repair 100 as it uses the player's own skill. Reported by Charmareian.
- - Fixed an issue with doctors always offering the cheapest healing option when you're crippled.
- - Fixed Orion Moreno using the wrong package when he arrives for the final battle.
- - Fixed two of the Remnants being disabled when they switch to another package from the follow player package.
- - Fixed the wrong version of Doctor Henry appearing at the final battle.
- - Fixed Judah Kreger's initial battle greeting not working because ResetAI was being run on him before he could run the package.
- - Fixed Judah Kreger using regular greetings during the battle, as the one he was supposed to say could only be said once. Reported by vincentindigo.
- - Gave Judah Kreger and Doctor Henry the proper version of their armor instead of the low detail ones.
- - Fixed a dam battle Decanus who had the wrong rank and equipment. Reported by TheGreatBhan.
- - Fixed Combat Armor Mk2 skin shader flags. Reported by hugosoares12.
- - Fixed an issue with Fantastic's dialogue giving him unlimited password holotapes.
- - Fixed Festus' NumStarCaps dialogue script overwriting the FestusState variable in his own script.
- - Fixed Nipton Road General store having light beams where there aren't any lights, also fixed some clipping statics and floating graffiti. Reported by Inthegrave.
- - Fixed all ED-Es being pickpocketable, and the upgraded versions not being in the DontTazeMeBroFaction. Reported by Inthegrave.
- - Fixed the NCR Ranger who gives you the radio not being in the DontTazeMeBroFaction.
- - Fixed Ranger Station Alpha campfire missing lighting. Reported by Inthegrave.
- - Added lighting to all fires that didn't have any.
- - Fixed a campfire and logs that were poking out from below ground at Highway 95 Viper's Encampment.
- - Fixed Space Suit displaying "Adv. Rad Suit" in status effects. Reported by Cricketia.
- - Fixed Chinese Stealth Armor displaying "Initiate Armor" in the status effects.
- - Fixed Brotherhood of Steel with incorrect classes, by Zoura55.
- - Fixed Legionaries having incorrect classes, by Zoura55.
- - Fixed NCR Rangers/Troopers having incorrect classes, by Zoura55.
- - Fixed Great Khans referring to you as leader if Papa Khan is killed without you becoming heir. Reported by Zoura55.
- - Added extra collision to Dinky the dinosaur. Reported by Zoura55.
- - Fixed elevator Victors immediately despawning when killed. Reported by Zoura55.
- - Fixed Strip Victor having the wrong ammo. Reported by Zoura55.
- - Fixed Boxcars Grim Reaper capitalization error. Reported by Zoura55.
- - Fixed Colonel Moore Securitron capitalization error. Reported by Zoura55.
- - Covered up the "92" on the Vault 22 exterior door and the broken texture on the interior door with the scorched metal decal. Reported by Zoura55.
- - Fixed Ranger Andy giving you 200 caps twice when you lie to him about Ranger Station Charlie.
- - Added failsafe for "The Screams of Brahmin" to Dusty's greeting, as the Chupacabra's death would sometimes fail to update the stage.
- - Corrected Glowing Ghoul combat style hold timer values. Reported by Inthegrave.
- - Fixed Caravan Shotguns that were using the pistol Pick Up sound. Reported by Inthegrave.
- - Gave Incinerator pick up and drop sounds.
- - Gave equip sounds to all the Fist and Gauntlet weapons that were missing them.
- - Fixed several dead NPCs that were missing ragdoll data. Reported by Inthegrave.
- - Gave all Super Sledges kill impulse 30. Suggested by Inthegrave.
- - Removed "NPCs Use Ammo" flag from Boone's Machete. Reported by Inthegrave.
- - Fixed ED-E and Eyebot1HP weapon's Equipment Type, Weight, On Hit, and Resist Type. Reported by Inthegrave.
- - Fixed floating utility pole near Primm and several nearby idle markers. Reported by Inthegrave.
- - Fixed Simon not using the correct greeting when he reports to Gloria.
- - Fixed Hoover Dam control room guard's speech check missing XP.
- - Fixed Private Jensen's speech check missing XP.
- - Fixed missing equip sound from plasma and stun grenades.
- - Fixed 188 Gun Runner Guard being linked to the bed that Alexander uses.
- - Fixed Alexander changing his clothes every time his inventory respawns. Reported by RoyBatterian.
- - Fixed Julie Farkas telling you to look for Emily after she's already mentioned knowing that you've agreed to bug the Lucky 38.
- - Fixed Vikki and Vance ownership not being given back to the Primm Residents faction when the casino is up and running again.
- - Removed respawn flags from Knight Torres and Senior Scribe Schuler.
- - Fixed Senior Scribe Schuler's sleep package which was intended to be shared with Scribe Ibsen, but has a condition meant just for him.
- - Fixed Tops Promoter dialogue being mute as it was using a speaker with the wrong voice type. Reported by vincentindigo.
- - Fixed crucified people saying generic combat barks etc.
- - Fixed Francine Garret's dialogue using the wrong bed to check if you've rented a room.
- - Fixed Emily Ortal following you into the Lucky 38 to ask you to plant the bug.
- - Removed Yuki's old fix for the food processor, as it turns out it was actually patched.
- - Added Gate Sound Fix by Axonis. https://www.nexusmods.com/newvegas/mods/65831
- - Fixed Eat 'o'tronic mesh and script, by RoyBatterian.
- - Caleb McCaffery now disappears when you give his hat to Francine Garret.
- - (DM) Fixed Assassin Suit displaying "Stealth Suit" in status effects.
- - (HH) Fixed Daniel not being able to heal you when you're above 66% health and don't have any crippled body parts.
- - (HH) Fixed a campfire and log that were underground.
- - (GRA) Fixed Ripper sound.
- From miguick
- - Fixed the cannibal perks to not restore hunger in non-hardcore mode.
- - Removed Left and Right Hand slots from Space Suit, the only armor with those and which made the pipboy glove go MIA.
- - Removed "Dead" flags from all (live) eyebots, and a couple other actors which don't start dead.
- - Made Vault 19 Powder Gangers allies between themselves so they may defend each other from the player's crimes.
- - Removed respawning flag from a Followers' guard in the outpost.
- - Disabled the modding tutorial's Vault 74 quest.
- - Fixed the Zap Glove's effect so it only blinds the player when they are hit by it, and not when an NPC hits someone else.
- - Removed AI packages from most dead actors and set them as no low-level processing, also fixed various other flags.
- v11.4
- - Moved the time fixes back into the scripts instead of using the GameSetting quest stage which was causing problems for people upgrading from versions earlier than 11.2. I've left the quest stage in for backwards compatibility, but it is no longer being used in new games.
- - Fixed Deputy Beagle's greeting condition which was supposed to check if the player is no longer wearing Powder Ganger armor, but was checking his own gear.
- - Fixed greeting conditions for Erasmus, Green, Lenk, and Kudlow which were checking their own gear instead of the player's.
- - Fixed the Scribe Counter message box not appearing after Veronica has commented at three of the locations needed for her to start the quest "I Could Make You Care".
- - Fixed Veronica's forced greeting after she teaches the Scribe Counter technique.
- - Fixed Dirty Pre-War Businesswear using Kimball's suit texture on the female model. Reported by ehuang3190.
- - Fixed female Vault 3 Utility Jumpsuit shoe texture. Reported by SciRika.
- - Fixed Lucky 38 Cocktail Lounge remaining inaccessible if Mr. House is killed without talking to him. Reported by Zoura55.
- - Fixed NCR Veteran Ranger's dialogue missing an "s" in "orders". Reported by Zoura55.
- - Fixed several floating Jersey Barricades at Repconn and elsewhere. Reported by InTheGrave.
- - Fixed being able to ask Captain Pappas about Jake Erwin (and vice versa) when you haven't talked to the other. Also fixed "did you here about" typo in one of Jake's lines.
- - Fixed a gap in the floor behind Repconn Test Site. Reported by Mortsid.
- - Fixed Drained Flamer Fuel using the wrong model. Reported by RoyBatterian.
- - Fixed Crimson Caravaneers and Sharecroppers not leaving their barracks until the interior cell is loaded.
- - Fixed Atomic Wrangler guards not returning from upstairs until the cell is loaded. Reported by aghjax. (I didn't give them the key as it doesn't make sense that they would have the key for the safe under the Garret's bed, or include the other changes to their packages)
- - Fixed Caleb McCaffery's guard package that was a using a different marker than the one he is linked to.
- - Fixed Nero giving the player caps on a failed Barter check.
- - Fixed respawning Mister Gutsy and bark scorpions inside Nipton houses. Cells are now set to never reset.
- - Gave DefaultStayAtEditorLocation package to Lieutenant Romanowski.
- - Fixed failed speech check condition with the Fiend at the Vault 3 entrance.
- - Fixed Boulder City Great Khans turning hostile if you kill the NCR hostages after the Khans are already leaving. Reported by RoyBatterian.
- - Added an extra condition to Cachino's OnDeath script which should prevent the quest failing if he's executed by Big Sal or Nero.
- - Fixed an issue with the trap scripts. Reported by ToughPuppy.
- - Fixed trap scripts breaking the player voice.
- - Fixed several scripts which had an extraneous EndIf.
- - Fixed the name of the Securitron not being "Victor" while Victor's face is on the screen when he greets you at the Strip. Reported by Zoura55.
- - Fixed Yes Man not moving out onto the Strip after searching Benny's room after his death and Wild Card: Ace in the Hole has started. Reported by Zoura55.
- - Fixed Cliff Briscoe giving you the Novac motel room key if you had already rented the room from Jeannie May before her death. Reported by Zoura55.
- - Fixed Doc Henry's research dialogue using the wrong quest. Reported by Zoura55.
- - Removed a reputation check on the NCR Emergency Radio button used to dismiss the NCR soldier.
- - Fixed Carlyle St. Clair's Black Widow dialogue and OnHit scripts setting the KOed variable after it kills him, which could on rare occasions result in his actual death instead of the faked one thereby failing the quest, also fixed an issue where killing him when he's running to the dumpster wouldn't fail the quest.
- - Fixed Lt. Carrie Boyd still having the interrogation option available after Silus has escaped.
- - Fixed Plasma Defender resist type. Reported by TrueVoidwalker.
- - Fixed an issue where Diane could give you a package to deliver after Aba Daba Honeymoon has failed. Reported by joe_zombie.
- - Fixed missing choice list on a failed speech check with Emily Ortal.
- - Fixed numerous errors and inconsistencies with follower tactics dialogues.
- - Fixed Jean-Baptiste's body being unlootable after he attacks Cass. Reported by Ikarugamesh.
- - Fixed Remnants' vertibird flickering into and out of existence at the dam, and it now lands correctly too. Reported by Zoura55.
- - Fixed B-29 bomber spontaneously restarting its bombing run animation and then disappearing while the player is on the east side of the dam. Reported by Zoura55.
- - Fixed missing "right" and ingratiate->integrate subtitle mismatches with Ambassador Crocker. Reported by Zoura55.
- - Fixed Chem name typos in Julie Farkas' dialogue and elsewhere. Reported by Zoura55.
- - Fixed priority of Colonel Moore's top-level goodbye so it doesn't appear as the first choice.
- - Fixed more issues with Bryce Anders' dialogue. Reported by ledzepiv.
- - Fixed Legionaries sometimes using the captive furniture markers at the Legion Raid Camp. Reported by mmclendon.
- - Fixed a dead ghoul body that was falling down the back of the Repconn checkpoint booth.
- - Fixed Powder Ganger combat styles where they were using a tire iron when they have a gun. Reported by BulletRain. Solution by Inthegrave.
- - Fixed Holy Frag Grenade model, by RoyBatterian.
- - Fixed Dog Tag Fist world model, by RoyBatterian.
- - Fixed corrupt land record in the Strip worldspace, by RoyBatterian.
- - Fixed Vulpes Inculta's default movement speed not being the same as Gabban's or his entourage. Reported by TheGreatBhan.
- - Fixed sound-related issues with fans such as non-animated fans having sound, plus some other issues. Reported by Inthegrave.
- - Fixed Hoover dam battle securitron packages, by Inthegrave.
- - Fixed Thomas Hildern giving you the objective to collect the Vault 22 data again when you already have it.
- - Fixed Pacer only ever using his response for never having met you before when you're working at the Silver Rush, even after GI Blues has been completed.
- - (DM) Fixed Veronica's topic asking her if she knows where Elijah is would remain available after you've returned from the Sierra Madre with his holotape as the conditions intended to block it were checking her for the reward perks instead of the player.
- - (DM) Fixed an exploit with Dean's dialogue incrementing "The Whole Sad Story" challenge more than once. Reported by AVeryEgg.
- - (DM) Fixed slideshows being in a different aspect ratio instead of 16:9 like all the others. Reported by TylerJL1.
- - (OWB) Fixed an inaccessible magazine that was clipped through a Protectron pod, and lowered several floating pods. Reported by Cricketia.
- - (LR) Fixed conditions on a failed Repair check with ED-E.
- From miguick
- - Disabled a door in Vault 22's entry level, which did not fit the stairway it was in at all.
- - Fix for Cass' swap of Calm Heart with Hand of Vengeance, and removed a superfluous variable in Calm Heart's script.
- - Removed AI packages from dead NPCs altered by YUP.
- - Fixed the Securitron SMG to not have the automatic flag, which counter-intuitively made them fail to fire it in a continuous burst due to how their attack animations work. The can now fire it only stopping to reload.
- - Fixed the Securitron's missile launcher to not consume ammo, otherwise they can and do run out of rockets.
- - (Vanilla + HH) Checked several idles for dogs, rats, mantis, geckos, mirelurks and yao guais to prevent them from playing when the creature is swimming.
- - (HH) Fixed consquence->consequence typo in Daniel's dialogue.
- - (OWB) Changed Battle Brew's Red Mist effect so that it can give the Red Mist buff to all actors, and only plays graphical effects for the player.
- - (OWB) Fixed sounds on Roboscorpions' suicide burst.
- v11.3
- - Fixed Logan's Searchlight prospectors having their metal helmet clip with their radiation suit. Reported by Cricketia.
- - Fixed being able to report to Logan that you've found some or all of the NCR stuff when you haven't.
- - Fixed missing air conditioning units in Goodsprings General Store, and fixed some other inconsistencies with the interior compared to the exterior. Inspired by knowsfords' original mod.
- - Fixed Weapon Repair Kit sound.
- - Gave a Prime Decanus at the Legate's Camp the correct armor for his rank. Reported by TheGreatBhan.
- - Updated the Hunting Rifle meshes to use the vanilla static records for better compatibility with retextures, by RoyBatterian.
- - Redirected Trent Bascom's Goodbyes that have the wrong audio to his other one.
- v11.2
- - Disabled iSneakLevelBonus (it's now set to zero), as it was actually causing some NPCs and creatures to be more likely to detect you while you're sneaking than when you're not, which clearly can't be what was intended. You can change this value back to the default with the console command: setgs iSneakLevelBonus 5
- - Fixed conditions on one of Arcade's intelligence checks which was using his own stats.
- - Fixed conditions on dialogue with Jason Bright about the Great Journey which was using his own science skill.
- - Fixed conditions and incorrect XP on a medicine check with Alex Richards.
- - Fixed missing prompt on a failed speech check with Karl when asking him why he doesn't join the Great Khans.
- - Fixed incorrect XP on a speech check with Chavez.
- - Fixed The King repeatedly thanking you for helping out with the soldier boys.
- - Fixed Pacer only saying "The King just sent a messenger over" after dealing with the NCR. Reported by keiro.
- - Fixed Mick thanking you for helping out with the omertas before you've told him about it.
- - Fixed No-Bark not being fearful and putting his hands up when threatened by a female courier.
- - Fixed Barton Thorn's corpse's inventory being reset if he was killed before Sunny's tutorial.
- - Fixed Halford dropping another copy of his Dog Tag Fist note if he's killed after he's already given it to the player.
- - Fixed Keller's corpse not having the medical supplies after he's taken them from you.
- - Fixed Pretty Sarah using both of her greetings for killing Dermot and Saint James. Reported by itaberless.
- - Fixed Boomer Teacher's out of school hours greeting. Reported by CaiusMisus.
- - Fixed NCR Trooper random nighttime Hello.
- - Fixed misordered conditions on some of Benny's goons' Hellos.
- - Fixed The McBrides saying ill-suited Hellos to each other.
- - Fixed some Hellos for Freeside Kings that either weren't valid for voice type MaleAdult05 or used the wrong lines.
- - Fixed Remnants using greetings intended for Mojave Civilians saying it's good that they're not involved with the fighting at Hoover Dam.
- - Disabled the Remnants before they can interrupt the ending slides.
- - Fixed Melissa's AI packages so she doesn't stay in her dialogue package after you've spoken to her, and changed her sandbox package so she can actually do stuff, and moved the floorsit marker so she doesn't sit half-embedded in a rock.
- - Gave sandbox package to one of the Great Khans at Quarry Junction so he will return to his starting location.
- - Fixed the collision at Charleston Cave that made it possible to get behind the gate. Reported by inthegrave.
- - Fixed Mayor Steyn's Journal misc item not removing itself in its script. Reported by keiro.
- - Fixed dead super mutants being able to speak. Reported by keiro.
- - Fixed Ralph's dialogue repeatedly adding extra Chlorine containers into his inventory.
- - Fixed Corporal Hayes topic about the NCR not being flagged as top-level as it was clearly intended to be.
- - Fixed a couple of incorrectly ordered topic links for when Caesar lists your achievements that were causing him not to comment on certain ones under specific circumstances.
- - Fixed the option to say to MCCredie "Sounds like you're a little disappointed in your troops" still appearing after Flags of Our Foul-Ups has finished. Reported by WarMachineDD7.
- - Fixed Keep Your Eyes On The Prize quest stage and objectives being incorrectly advanced if the player talks to or kills Vulpes at The Strip or The Fort instead of at Nipton. Reported by WarMachineDD7.
- - Fixed one of the Legion Mongrels that wasn't running into position when you first approach Nipton Town Hall.
- - Fixed being able to ask Sunny for directions to Primm after you've already been there. Suggested by inthegrave.
- - Fixed Mr. House's securitron using the MK1's name and its template instead of the Mk2's. Reported by Zoura55.
- - Stopped the camera from triggering an angry response from Kowalski when "shooting" Boulder City memorial with it.
- - Fixed an issue where you could suggest Primm Slim becomes the new sheriff if you've never met him or he's dead or deactivated. Reported by Zoura55.
- - Fixed an issue with Yes Man's dialogue conditions for recruiting the Followers during Wild Card: Finishing Touches.
- - Corrected Nellis Missiles note. Reported by hking00036
- - Fixed Freeside Criers shouting when the player is in combat.
- - Fixed moleratskin rug bleeding when shot. Fixed model by RoyBatterian.
- - Corrected all Power Fists to use the proper 2D/3D sounds. Reported by VariableEagle.
- - Flagged all safehouse lockers and ingestibles as player-owned to prevent NPCs taking things.
- - Flagged Thomas Jackson's corpse as a quest item to prevent it despawning if the area was visited before you get the quest to retrieve Ranger Morales.
- - Fixed Raul having all caps removed every time you hire him, and now only the caps you pay him for repairs are removed.
- - Changed spelling of Combat Armor and Helmet "Mark 2" to "Mk II" to be consistent with everything else. Suggested by RoyBatterian.
- - Fixed Emily Ortal's perception check dialogue not having Goodbye as the last choice in the list. Pointed out by RoyBatterian.
- - Fixed missing goodbye flag when you convince Clanden that you've delivered a girl to his spare room.
- - (DM) Fixed incorrect XP on an Intelligence check with Christine.
- - (DM) Fixed missing XP on one of Dean's Intelligence checks.
- - (OWB) Fixed the X-42 Roboscorpion not starting combat, and constantly re-evaluating its combat style while it's talking and getting cut off mid-sentence.
- - (HH) Fixed incorrect XP on one of Daniel's speech checks.
- - (LR) Stopped the flare gun effect from working on Mr House.
- From miguick
- - Fixed RaiderBigGuns class to use Explosives tag skill, since it's used by raiders and Great Khans with such weapons.
- - Changed Ant Egg Clutches to yield Ant Eggs instead of Meat.
- - Fixed a few burial mounds without the shovel check script.
- - Gave correct naming and fire immunity to Fire Ant Queens, plus new death item loot with fire ant eggs.
- - Gave Machete dummy effect the bonus critical chance string, since they do that much.
- - Renamed the Salvaged Power Armor effect to look proper in the active effects UI.
- - Removed crime tracking flag from the feral ghoul faction, which looks like it's what makes killing them give karma when no other creature does.
- - Added Vault 34 Security (which uses same repair list) and Combat Armor Reinforced MK2 to combat armor's repair list.
- - Added V34 Sec, Reinforced MK1 and 2 Combat Helmets to combat helmet repair list, and removed the FO3 unique Ranger Battle Helmet.
- - Added Reinforced Metal Armor to metal armor repair list.
- - Altered the dog sit animation with a random looping time to not play if the dog's currently following someone. Even if it only has a 1% chance to trigger, when it does it usually results in Rex and the like remaining behind for an arbitrary time.
- - Fixed Thrown Hatchet and Knife organic impacts to not play a bullet's impact sound. Also changed their decal to an organic one (so it looks red on bugs and glowing ones, but I think it's better than the weird dirt scorch mark on flesh they used).
- - Fixed Black Mountain's loot chests to be calculated for each item in count.
- - Gave Benny more 9mm ammo rather than carrying just one bullet.
- - Gave Cpl. Sterling the correct ammo inventory for NPCs instead of using a container list.
- - Same for Chief Hanlon, also changed his class and template to a ranger one.
- - Removed extra armors from Marie Pappas.
- - Gave Vulpes Inculta a Legionary class instead of the default "Vault Dweller" one he used.
- - Changed his Nipton and Strip versions to use the main Fort one as a face template, also added the Strip version to the Freeside gate faction so he won't be killed by the Securitrons if he leaves through it.
- - Also did that for Alerio, plus gave him legionary class, faction, and the package to leave after delivering the message like Vulpes.
- - Gave missing name to a Dead King.
- - Corrected name on a Freeside Local named as the NCR Squatters.
- - Fixed factions on Paladin Todd so he won't be giddy about Kimball's visit.
- - Fixed the conversation between Paladin Todd and Colonel Moore when allying the NCR and BoS.
- - Changed Little Buster's dead version to use the live one as face template, and removed the Cram Opener from it. It will be added if it was still in his possesion when alive.
- - Also fixed his boxing practice package since it was actually looking for ranged weapons, so he'll now punch with the Cram Opener. Made it cause no damage in case the player or someone else wanders too nearby, because he hits really hard.
- - Fixed the Black Mountain intercom distraction so it can't be used once Crazy, Crazy, Crazy is completed.
- - Altered Kimball speech's legion assassin script so he is disabled after the quest is over. Otherwise if that mechanic didn't make his move, he would remain there indefinitely and actually enter combat against the Legion when starting the Hoover Dam final battle.
- - Added missing White Glove Society to the faction sniffer script.
- - Changed Mortimer's script so he can't be talked to while he's fleeing from the Ultra-Luxe.
- - Fixed the Atomic Wrangler hired prostitutes' scripts.
- - Fixed water drinking effects so they don't lower dehydration in non-hardcore mode if the player has the Camel of the Mojave perk.
- - Subtitle matchup for pretty much all of Billy Knight's lines.
- - Also changed some of his lines so he only utters them once working at The Tops, where they make sense.
- - Altered Mortimer's greeting if you double cross him to no longer allow for more conversation.
- - Disabled a Boomer kids' greeting for which there is no sound files.
- - Altered hellos from the NCR about First Recon in Forlorn Hope, so they should not be uttered by or to the First Recon NPCs.
- - Fixed Doc Mitchell's radiation healing topic so it appears only if the player has radiation.
- - Subtitle matchup for Bryce Anders explaining what's holding him up.
- - Subtitle matchup for Chomps Lewis talking about NCR money.
- - Subtitle matchup for Sarah talking about Doc Mitchell, and when propositioning her for sex.
- - Subtitle matchup for Colonel Moore describing the dam. Very jarring since apparently the dam went from "immense strategic value" to "of some importance".
- - Minor typo in Michael Angelo's landmark listing.
- - Minor typo in one of Joana's lines about what's happening to her.
- - Minor typo in Red Lucy's line about how they find creatures.
- - Some typos in Raul's recountings.
- - Fixed Antony's dialog about Lupa so it won't appear and the player won't be able to fight her in the arena if she's already dead.
- - Fixed a missing Intelligence prompt in one of Arcade's topics.
- - Duct-taped Pvt. Edwards dialogue, to ensure he gives his dog tag to the player instead of dropping it to the floor, and that he won't do that if he's missing it, as in the player pickpocketing it.
- - Changed Diane's response when finishing Aba Daba Honeymoon, so the message box about the Khan Trick appears when she finishes talking, to not detract from the conversation.
- - Fixed Usanagi's addiction cure topic so she exits dialogue to proceed, like the other doctors.
- - Fixed responses to the Powder Ganger's bounty hunter and Chavez when using the Terrifying Presence perk, so they use the intended actor effect for it instead of directly messing with AI packages.
- - Cleaned up Securitron weapons and ammo, and altered their preferred ranges so they should be used more logically.
- - Moved all date adjustment scripts to YUP's GameSetting quest. (Reverted in 11.4 as the quest flags weren't being updated on saves that were using an older version of YUP.)
- - Changed the pre-DLC companion firing lines to use P04CompanionFireQuest, and allowed that quest to fire all vanilla companions even with unlimited companion mods.
- - (DM, OWB) Gave missing armor sound templates to Elijah's Robe, Scientist Scrubs, and Lobotomite Jumpsuit.
- - (HH) Nulled a dummy script that was constantly altering a formlist, which is already handled in the main one.
- - (HH) Minor typo for Daniel talking about the White Legs.
- - (LR) Reordered effects of the Flare Gun so it can display flames on the targets.
- - (LR) Added Blade of the West to bumper sword repair list, and altered the main script to not add it to the rebar club one. Only takes effect in new games, and only if any other mod overwriting that script has also noticed that error.
- V11.1
- - Fixed Raul's and some other NPC's dialogue that was checking if they have the Mark of Caesar instead of the player.
- - Fixed conditions on a few more of Keller's dialogues which were checking his stats instead of the player's.
- - Fixed incorrectly placed dialogue choice about Barton Thorn's girlfriend before he says anything about her.
- - Fixed ownership on Chupacabra's 'bed' to prevent Novac settlers taking a nap there.
- - Fixed Dine and Dash not working on Mr House.
- - Fixed Cannibal perks were allowing you to devour Vera's skeleton and some others.
- - Fixed Bryce Anders giving the player a vault maintenance key when he no longer has it if the player has pickpocketed it from him.
- - Fixed conditions on a failed speech check with Caesar which was using the same conditions as the successful one.
- - Fixed Cass's distance tactics barks that were checking her sex instead of the player's so she'd never use the male ones.
- - Fixed four of Cass's failed Speech checks which were missing their conditions.
- - Fixed Chairmen at The Tops saying "That's the chick who killed Caesar!" to a male courier. Reported by mmclendon.
- - Fixed Chris Haversam being moved to Novac if he approaches the ladder before Jason's speech.
- - Fixed Clanden's failed Barter check missing its conditions.
- - Fixed Doc Mitchell's Medicine check for extra stimpaks not working if you have exactly 30 points in Medicine.
- - Fixed Dixon calling a female courier "Mr. Moneybags" due to it incorrectly checking his own sex.
- - Fixed Fantastic being moved to Hoover Dam if he's dead. Reported by jogzy123.
- - Fixed Fantastic Speech check conditions when convincing him you're there to take his job.
- - Fixed Gomorrah receptionist's Barter checks not working when you have exactly 55 Barter.
- - Fixed Hadrian's Tops performance incorrect player sex check.
- - Fixed Legionary Main Gate Guard failed Speech check which using his own stats.
- - Fixed Legate Lanius' dialogue incorrectly checking his sex instead of the player's. (There was another one but the voice line is missing.)
- - Fixed a speech check with Lindsay at Nellis that was using her stats instead of the player's, also fixed an oversight that made it possible to get two copies of her teddy bear.
- - Fixed The Lonesome Drifter recruitment topic disappearing for female players due to a misplaced sex check.
- - Fixed Mags' dialogue having an incorrect player sex check.
- - Fixed Orris failed Barter check which was using his own stats.
- - Fixed The King's failed Speech check missing conditions when attempting to get him to back down against the NCR troopers.
- - Fixed Remnants being moved to the bunker when they're dead.
- - Fixed Judah Kreger and Orion Moreno using the wrong packages once they join you for the battle at the dam. Reported by AbooseMoose.
- - Fixed Sgt. McCredie respawning.
- - Fixed Swank's conditions for the Great Khans note which was using GetItemCount instead of GetHasNote.
- - Fixed Swank's failed speech checks using his stats instead of the player's.
- - Fixed Corporal Sterling's dialogue about "I Put a Spell on You" remaining available after the quest is over. Reported by jordanthejq12.
- - Fixed Trudy giving the wrong XP for a Barter check. (25 when it should've been 20)
- - Fixed General Oliver dialogue having an incorrect player sex check.
- - Fixed the cause of the explosion immunity bug on randomly spawned creatures. Thanks Roy.
- - Fixed Jessup saying he's still got a long walk ahead of him to Red Rock Canyon once he's already there.
- - Fixed male couriers not being able to speak to Marco about Sweetie due to her initial greeting not setting the variable to say that you'd met.
- - Fixed Lady Jane's dialogue and package not working after you've finished collecting debts for Francine. Reported by carxt.
- - Fixed Grecks resetting his status variable every time you speak to him.
- - Fixed Jimmy, Maude, and Sweetie's dialogue not updating for repeat customers.
- - Fixed the courier psychically knowing Jimmy was a slave in the Legion.
- - Fixed missing goodbye flag on one of Sweetie's lines when paying for her services.
- - Fixed Broc flower and White Horse Nettle meshes. Thanks Roy.
- - Replaced broken audio for Hello 154059 for FemaleAdult02 with a working copy taken from the matching Greeting.
- - (DM) Fixed Dean's blackmail holotape dialogue conditions which was using GetItemCount instead of GetHasNote.
- - (DM) Fixed missing conditions on a failed Perception check with Christine.
- - (HH) Fixed Ricky's dialogue with Stella about psycho using an incorrect player sex check (unused, as far as I can tell).
- - (HH) Fixed missing script for female players on one of Joshua's goodbye lines (unused).
- From miguick
- - Restored missing exploding pants animation for super mutants.
- - Restored Radroaches' missing get up animation.
- - Added idle animations for the aliens in the Wild Wasteland encounter to have correct combat reactions, plus a fixed skeleton file from TTW. Credit to RoyBatterian.
- - Buffed Cook-Cook's Energy Weapons so that he's as deadly as intended with his Flamer and Incinerator, since he had a leftover Big Guns buff instead.
- - Gave Dermot the missing ammo for his 9mm SMG.
- - Changed Sgt. Kilborn's sandbox package to wander around his editor location instead of his current one, which made him wander increasingly further away from the outpost.
- - Changed greeting from Jean-Baptiste Cutting when starting his side of the Birds of a Feather quest, so that it doesn't immediately set the next stage and thus assumes the player accepted to start working with him even if he initially refuses.
- - Prevented MaleAdult06 voice type from uttering a hello about Primm's NCR outcome which uses a wrong voice file.
- - Prevented Primm citizens from uttering certain hellos about Primm's outcome, as it was weird that they refer to themselves in the third person.
- - Fixed several Hello responses for the FemaleOld01 voice type which were in the wrong order.
- - Tweaked Cliff's topic about killing Jeannie May so it only appears if the player or Boone were who actually killed her.
- - Fixed Science check with Cliff Briscoe about the toy rockets in the Come Fly With Me quest.
- - Fixed Barter check with Cliff so it can't be repeatedly failed if the player's Barter dropped below 30 after passing it.
- - Tweaked Science check with Keely to give XP if the player can convince her to let him return the data to Hildern.
- - Fixes for Calamity's topic when having her perform the brain transplant on Rex.
- - Fixed a greeting from Jerry the Punk so it follows the same Great Khans reputation progression as his other ones.
- - Also fixed his Speech check for Cry Me a River to give XP and matched up the subtitle.
- - Subtitle match up for Julie Farkas.
- - Subtitle match up for Usanagi's informing that the player's Intelligence is already maxed out.
- - Subtitle match up for Jimmy's description of the Legion.
- - Subtitle match up for Sweetie's first description of her services.
- - Subtitle match up for Hanlon's description of the rangers.
- - Fixed a book loot list to use regular Pre-War Books instead of unusable dummy leftover skill books.
- - Removed an unplayable version of the Nail Board which is only occasionally rolled by super mutants at Jacobstown.
- - Fixed Lily's script so she won't go in and out of stealth mode every frame when she attacks while the player is crouched
- - Altered the timer script that runs when teaching Jack a recipe, so that it only advances the clock by 4 hours, instead of 4 initially and then another 4 when there's no fade to black in effect.
- - Fixed Doc Sawbones offering to treat your addictions when you have high NCR infamy.
- - (HH) Fixed the companion firing script since it was adding additional copies of the companions' unplayable equipment to them every time it ran, erroneous since RemoveAllItems ignores those. Also prevented it from dumping Joshua Graham's inventory to the player once he leaves his company, since he refuses to let you check his inventory anyways.
- - (HH) Fixed Joshua Graham's script, changed his GameMode block to an OnDeath one since it was only doing stuff if he died.
- - (LR) Removed a 'weak plasma rifle' from Marked Men Scouts which they won't use since they carry better weapons already.
- - (LR) Recompiled a faulty Tunneler script.
- - (GRA) Fixed the 20ga pulse slug model to use sphere bounding type instead of box.
- v11
- - Fixed Cass's greeting intended for the Lucky 38 suite, which had been flagged for the unused penthouse cell.
- - Fixed being able to speak to Cass about the next caravan wreckage site before the timer ends for her forced-greet.
- - Fixed some of Cass's top-level topics, allowing the follower commands to work on her most common greetings. Unfortunately, a complete fix for all of her top-level topics doesn't appear to work on existing saves without the topics that were erroneously tagged as top-level still appearing, so this was the best compromise.
- - Fixed Angela Williams not using the correct initial greeting.
- - Fixed Benny's initial greetings referring to the player's actions with the Great Khans in Boulder City.
- - Fixed Silus referring to the female courier as a 'bastard' due to a missing sex check.
- - Fixed Don Hostetler and Ringo suggesting that you speak to Alice McLafferty when she's dead.
- - Fixed Primm Slim using the wrong "Protect and serve" for his unique voice and restricted it to when he is sheriff.
- - Fixed Ranger Ghost repeating a line of dialogue when the player has less than 60 sneak and Nipton isn't displayed on the map yet.
- - Fixed Bryce Anders talking about Vault 3 as if he's still there.
- - Fixed missing startcombat script for female couriers choosing the <Attack> response with the Legion Explorer at Nelson.
- - Fixed incorrectly set up intelligence checks with Boone and Frank Weathers.
- - Fixed being unable to lie to Lt. Haggerty that you're with the NCR when you have exactly 35 Speech.
- - Fixed Benny and Melody being unable to use the Fort drawbridge which could lead to them getting stuck.
- - Fixed Otho saying "A woman actually proved useful for once." to a male courier after curing Caesar.
- - Fixed female couriers not being able to say sorry to Jeannie May after calling the town a dump.
- - Fixed being unable to tell Boone about the bill of sale if one of the other options is chosen first.
- - Fixed prospectors spontaneously vanishing within sight of the player.
- - Fixed incorrect story state checks on some of Arcade's and the Vault 34 survivors' dialogue.
- - Fixed incorrect conditions with Francine and Ralph when looking for drug suppliers for Julie Farkas.
- - Fixed Major Polatli's dialogue conditions for morale points being 1 point higher than the assault team script. (9 points is the maximum without restoring cut/missing parts of Return To Sender.)
- - Fixed For the Republic, Part 2 getting stuck if Papa Khan or Regis decide to perform a suicide attack against the Legion.
- - Fixed Spore Plants being pushable.
- - Fixed Thorn dwellers only using the dialogue intended for when it is closed. Apparently, The Thorn was supposed to close every morning, but other than the message on the door this wasn't fully implemented, and the dwellers never leave either.
- - Fixed Anderson returning to Westside when he's supposed to be in jail.
- - Gave Contreras a sandbox package so he can actually use the markers that were assigned to him. Also prevented him from selling items if he's in jail.
- - Gave DefaultStayAtEditorLocation packages to Etienne and Klamath Bob.
- - Stopped blinding sunlight effect from playing at night if the player waits a long time before leaving Doc Mitchell's house. (probably safer than resetting the date and time for such an obscure bug)
- - Reverted change to Hand Loader perk.
- - Fixed a number of issues with Major Dhatri's dialogue when turning in bounties. Also made it possible to talk to him about Bitter-Root after Three-Card Bounty has been completed.
- - Removed voice modulation on Metal Helmet and Metal Helmet, Reinforced as the female models don't cover the face.
- - Fixed flags on DamWar Combat Ranger Helmet as it was causing troops to be noticeably headless.
- - Fixed flags on DamWar Legion Helmet.
- - Fixed 'metal' tumbleweeds.
- - Fixed some key sounds.
- - Fixed some door sounds.
- - Fixed dogtag and ear drops.
- - Fixed missing script on the "Close Access Panel" terminal entry in Vault3. Suggested by Ladez.
- - Fixed Ranger's response about the severity of your injuries when returning with Morales' corpse. Suggested by Tommy2368.
- - Fixed follower popup messages interrupting their speech. Suggested by Tommy2368.
- - Fixed some translation errors spotted by ghostkck.
- - Fixed issue with Old Ben's dialogue which incorrectly displayed an objective for Debt Collector. Pointed out by Asterra.
- - Fixed Pvt. Morales being set to respawn. Pointed out by TempNexis124.
- - Fixed Retention perk icon. By ZuSkunks.
- - Fixed some movable tires that should've been static, and disabled a clipping mailbox. Suggested by Inthegrave.
- - Fixed some securitrons which were using the protectron combat style. Pointed out by inthegrave.
- - Fixed a bug with Blake where his store container would spawn multiple copies of the same armor in different conditions, by jimnms.
- - Fixed missing goodbye flag when using the Barter check to buy the Euclid's C-finder from Max. Found by troycatter.
- - Fixed missing goodbye flags on a couple of Davison's lines.
- - Fixed missing random flags on Bitter Springs NPC dialogue. Found by jordanthejq12.
- - Fixed No-Bark still having dialogue options about the McBride's cattle problem after the quest has finished. Found by jordanthejq12.
- - Fixed incorrect House global check after Kimball's assassination on NCR civilian random dialogue. Found by DeusExElysium.
- - Fixed missing activation prompt on Ultra-Luxe blackjack tables. Pointed out by zedas.
- - Fixed Slot Machine oranges and Lucky Sevens being mixed up. Pointed out by zedas.
- - Fixed LOD texture for NCRCF guard towers, by zedas.
- - Fixed invisible Gomorrah sconce lights. Pointed out by zedas.
- - Fixed missing meatcap on Well-Heeled Gambler Suit. Pointed out by EPDGaffney.
- - Fixed Merc Cruiser Outfit left arm dismemberment. Pointed out by EPDGaffney.
- - Fixed an issue with the Demise of the Machines challenge. Pointed out by NOESM.
- - Fixed Ratslayer not displaying the bonus critical chance in the Pip-Boy. Pointed out by NOESM.
- - Fixed incorrect texture applied to naughty nightwear model. Pointed out by LowercaseT.
- - Changed icon for Ambassador Crocker's suit to one that more closely resembles it. Pointed out by LowercaseT.
- - Fixed repeated "mark it mark it" typo in Julie Farkas dialogue. Pointed out by LowercaseT.
- - Reduced brightness of poison gland icon. Pointed out by LowercaseT.
- - Fixed Centurion Helmet not being wearable with glasses.
- - Fixed Scotch bottles not having liquid in them. Also fixed some placed bottles that were of the wrong type.
- - Fixed some sink activation sounds.
- - Fixed Brahmin tipping script to play sound in 3D.
- - Fixed Force field OnHit scripts to play sound in 3D.
- - Replaced a couple of incorrect Brotherhood Scout voice lines with the closest matching one.
- - (DM) Fixed Dean's greetings which were using the wrong values for liked/hated.
- - (DM) Fixed a couple of Dog/God attitude points which were inverted. Dog likes are negative values and God positive.
- - (DM) Fixed Christine responding with friendly taps if she's angry with you when you start the gala event.
- - (DM) Fixed conditions on Christine's angry response about being trapped in the elevator once the player meets up with her again at the suites. The variable it was checking for her being in the elevator was no longer true by that point.
- - (DM) Fixed Switching Station elevator message script that was checking on an obsolete objective.
- - (DM) Stopped Dean and Dog's bark timer quests continuing after Dead Money is finished.
- - (DM) Disabled debug quest NVDLC01EnemyTest.
- - (HH) Fixed issue with Joshua's conditions to check for Caesar's death.
- - (HH) Restored missing terminal letter headings and dates which were missing in the English version.
- - (HH) Fixed Rite of Passage hallucination effect coming to an abrupt end when the quest is completed. The scripts were removing instead of applying the temporary IMOD at the same time the main effect was being removed.
- - (HH) Fixed Follows Chalk's Headdress so it can be worn with glasses. Pointed out by LowercaseT.
- - (OWB) Fixed being unable to ask Dr Dala for another breathing session. Suggested by Speederbike.
- - (OWB) Fixed some scripts that were using Else (condition) instead of Elseif, as the compiler disregards anything placed after an Else.
- - (OWB) Disabled debug quest NVDLC03DebugTopics.
- - (LR) SMMG Reload Sound Timing Fix by gir489 - https://www.nexusmods.com/newvegas/mods/63935
- - (LR) Fixed dead Marked Men at Hopeville having their inventories reset whenever the player travels between camps. Spotted by BWPMC.
- - (LR) Fixed missing grid texture on the Laser Detonator.
- - (GRA) Corrected Power Fist icon. Pointed out by LowercaseT.
- From miguick
- - Fixed Condition Critical and The Rifleman challenge to use the formlist dedicated for such, instead of checking only for only one particular weapon animation which misses stuff that's technically rifles.
- - Removed respawning flag from Moe the centaur.
- - Removed Pulse Gun from the energy rifles list.
- - Corrected the Meltdown load screen to describe what it actually does, instead of what I imagine was what the devs wanted it to do before they... said 'screw it' or something?
- - Fixed minor typo in a load screen about Hanlon.
- - Removed condition on the Throwing Knives in Mick's secret stash, the only instance of thrown weapons set as such.
- - Prevented players from picking Intense Training if SPECIAL points have been maxed out.
- v10.9
- - Fixed being unable to recruit Cass if Alice McLafferty or Gloria Van Graff are dead.
- - Fixed The Tops companion lockers not working when you try to steal their weapons back.
- - Fixed being unable to ask Keely about her research if you didn't ask her before the gas was ignited.
- - Fixed Lucius allowing Arcade to be enslaved as Caesar's personal physician when Caesar is dead.
- - Fixed being able to interrupt Caesar before he gets to the chair in his tent when he asks you to join him there.
- - Fixed NPCs incorrectly commenting on the circumstances of Caesar's death after he dies from surgery, due to his death script immediately setting the variable back to 1 when it was already at 2.
- - Fixed incorrect factions on furniture and idle markers at the Ultra-Luxe which meant the gamblers couldn't use them.
- - Fixed White Glove waiter patrols.
- - Fixed karma loss after telling the Weathers family to run to freedom when they are no longer wearing bomb collars and it's safe enough for them to leave.
- - Fixed being able to ask Paladin Ramos how you can join the Brotherhood after you've already joined.
- - Stopped knockdowns from working against most crucified NPCs.
- - Stopped dead followers' bodies from being an infinite source of non-playable weapons for other NPCs to loot.
- - Gave Alexus and Dead Sea the correct armor for their rank. Pointed out by SpookaXX.
- - Corrected sneak critical damage multiplier for fatigue weapons. Pointed out by waldo67.
- - Fixed skill check failure dialogues appearing after you've already passed the skill check when you've used any temporary stats bonuses from magazines etc. to teach Jack any recipes. Pointed out by DefqonI.
- - Fixed skill checks reappearing with Keith. Pointed out by Wubbledee.
- - Fixed Sweetie's dialogue about Saint James reappearing after asking Maude, Marco or Pretty Sarah what they know about her. Pointed out by Wubbledee.
- - Fixed reappearing objective to return to Samuel Cooke if you ask for work after he's already decided to join the Great Khans, also added missing script to complete the objectives.
- - Fixed a minor issue with Severus' dialogue, and fixed an incorrectly set variable.
- - Fixed ending narrator's script which was checking on an unused global for the outcome of Chief Hanlon's quest, which meant his ending wouldn't play unless the Remnants' slide is played first.
- - Fixed NPCs and radio reports never commenting on Hanlon due to the required global never being set. Also corrected and changed some of their conditions to also use the quest variables which had been used instead.
- - Fixed an issue with Arcade complaining about not having any power armor when he is actually wearing power armor.
- - Fixed some Reloading benches that were the wrong way round.
- - Fixed Angela Williams' talk trigger permanently disabling the player controls when she can't see you.
- - Fixed being able to ask Angela Williams about the awful food if you don't already know about it.
- - Fixed an issue with the captured Powder Gangers.
- - Fixed numerous slot machine stools to use the correct type.
- - Fixed some NPCs commenting that the player had only attempted to kill the president, when in fact they'd succeeded.
- - Changed order of Rex's "go back to the lucky 38" topic so it matches the order for all the other followers.
- - Corrected icons for 12.7mm ammo.
- - You no longer have to dismiss Raul from the party to get him to repair things while he's in his shack.
- - Added "MetWatkins" script which was missing on all but one of Watkins' greetings, which is needed to ask Schuler about Hardin's "pet". You only get one chance to ask and it's of no consequence.
- - Fixed inverted ownership on Jimmy and Maude's beds and fridges.
- - Fixed ownership on some items that were owned by Andy but were actually in Cliff's house.
- - Removed a Novac Settler's ownership of a machete in a house on the other side of the map.
- - Minor change to Mantis Nymphs' script so that they will be squashed only when the player moves. Credit to KiCHo666.
- - Fixed being unable to talk to Sgt. Kilborn after you tell him about the Legion.
- - Fixed a message telling you that you couldn't untie a hostage during combat that wasn't working because of a misplaced endif in the script.
- - Removed the previous Shotgun V.A.T.S. Critical hit fixes, and instead reduced fVATSRangeSpreadMax from 100 to 10. It was only 3 in Fo3, so this was apparently a mistake.
- - Numerous mesh fixes from DogtoothCG, Hopper31, mindboggles, and RoyBatterian.
- - Fixed a huge amount of random dialogue flags.
- - (DM) Reverted a change Dead Money had made to a base game door type which had inadvertently given "Authorized Personnel Only" signs to a number of doors which shouldn't have had them.
- - (DM) Fixed Cantina Madrid terminal that was incorrectly named Cafe Madrid.
- - (DM) Fixed all benches that allowed the player to get out of bounds.
- - (DM) Reverted fCombatTeammateFollowRadiusMult back to the default of 3.
- - (HH) Stopped Zion rain quest from running outside of ZIon. Credit to xCamo.
- - (HH & OWB) Reverted a change the DLC had made to a base game ambient light type.
- - (LR) Reverted iMapMarkerVisibleDistance back to the default of 20000. LR had been lowering it to 10000.
- - (GRA) Corrected Esther static texture. Pointed out by ZuSkunks.
- - (GRA) Corrected Plasma Defender and Laser Pistol statics.
- From miguick
- - Removed NCR ownership of some stuff in Searchlight North Gold Mine, which was likely copy pasted from somewhere else.
- - Some fixes for some ghoul types: karma, scripts, actor effects, body part data, impact material types.
- - Fixed the heavy armor list used by Raul to complain about his knees.
- - Fixed missing Arcade's Ripper from his personal items list, so that it is removed when sold to Caesar.
- - Fixed missing non-playable flag on the Bug Stomper challenge perk. It doesn't appear for selection since it has a level req of 0.
- - Fixed the grenade projectile used when 'pulling' the fatal prank on Pvt Crenshaw, so that it simply stays in place as an invisible grenade instead of bouncing around as a very visible one. Also made it so the prank can only be pulled once in case you to talk to him again before the 2.5 seconds timer is up.
- - Fixed The Big One's script so that it can be interacted with a Science skill of exactly 60.
- - Fixed one of the guard dogs at Helios One lacking the appropriate parent ref, so that it will disappear after activating Archimedes.
- - Fixed Jack's berating of the player after sending Janet to her death, since she was being killed by script so GetCauseOfDeath wasn't cutting it.
- - Fix so that a female player doing the Powder Ganger quests gets the same dialog options when confronting the Bounty Hunter.
- - Change so that no time will pass if the player already has Power Armor Training when the Enclave gives them the Remnants Power Armor... ideally they would ask you first before you lose 8 hours.
- - Made Johnson Nash offer trade only when he's back at home as his dialogue indicates.
- - Major fixes to dialog options with Colonel Hsu when bombing the monorail for the Legion.
- - Fixed the topic prompt and the Barter check with Fitz not giving any XP.
- - Fixed infinite XP loop with House's Barter check for extra caps for the chip.
- - Fixed topic availability when talking with Joana in Bye Bye Love. If the player had used magazines etc. to pass skill checks they could get stuck in the initial stages.
- - Fixed double XP reward from Jules when passing his Guns speech challenge.
- - Fixed missing XP from some speech challenges by Blake in the Contreras smuggling quest.
- - Fixed availability of Caesar's topic about Kimball so as not to appear before the Arizona Killer quest.
- - Fixed availablity of Emily Ortal's "Tell me again about Benny's Securitron" topic, when she hadn't mentioned Benny or his Securitron at all by that point.
- - Fixed Chief Hanlon's ending slide always defaulting to the same one if he dies.
- - Fixed various bugs in the topics for the Nellis AFB classroom teacher offering to teach her about Speech, Barter and Repair.
- - Fixed numerous dialogue typos and mismatches.
- - (LR) Removed karma from all remaining LR Deathclaws.
- - (LR) Fixed the Dry Wells Legion faction to work like the Long 15 NCR one, so that they assist each other properly and killing irradiated legionnaries doesn't cause Legion infamy.
- v10.8
- - Stopped Chairmen stealing the beer and any other ingestible items from the player's suite at The Tops.
- - Stopped Old Lady Gibson's dogs and the Water Merchant from turning hostile and coming to the aid of nearby aggroed molerats etc. Pointed out by Ladez.
- - Fixed Caravan card transfer issue with Ringo and vendors.
- - Fixed being unable to play caravan with Cliff Briscoe or No-bark Noonan when you have over 30 cards but haven't got the deck item from Ringo.
- - You can no longer tell Corporal Farber you have the spore pod extract "from Keely" when you have no idea who Keely is or haven't spoken to her about what it is first.
- - Fixed a condition on one of Canyon Runner's dialogues that was using the wrong quest for the Weathers' family objective.
- - Fixed numerous typos and dialogue mismatches, such as this atrocity from Ringo "There's no way I fight can them all."
- - Fixed quest markers sometimes pathing through the doors of Sunset Sarsaparilla HQ.
- - Replaced all those silly oversized manhole covers in the sewers with grates. Not only were they completely illogical and ridiculous looking, they didn't show up on the local map.
- - Fixed Hanlon's unimplemented "Caesar is sick" topics appearing when he is dead.
- - Fixed a medicine skill check with Doc Mitchell that wasn't rewarding any XP.
- - Fixed Private Edwards doing nothing when he goes to the NCR camp.
- - Fixed being unable to ask Astor about Edwards if you've already collected 10 dog tags.
- - Fixed an obscure issue with Pearl having nothing more to say after she agrees to help in the final battle if the player has only ever used the west door to her barracks.
- - Fixed a script that was adding the wrong instance of Judah Kreger to the player's chosen faction for the final battle.
- - Fixed Mr House's terminal not responding at the Securitron Vault after the bunker has been sabotaged, and made sure that both the terminal there and the one at the Lucky38 shut down correctly afterwards, as the 'Connection Lost' animation could only work when called from the same cell.
- - Fixed Colonel Moore dialogue running the completion stage of "Oh My Papa" and thereby rewarding fame with the Great Khans if they're all dead and the quest was already failed.
- - FIxed some issues with Aba Daba Honeymoon where the conditions on Diane's dialogue were allowing the player to get the second package immediately after receiving the first one.
- - Fixed an issue with Anders not initiating dialogue after being rescued as the script for it was firing too early, also allowed the player to help him before being given the quest to do so, and fixed his "thanks for saving my ass" line which was using the wrong package type.
- - Fixed incorrectly ordered Hoover Dam crowd responses.
- - Fixed texture issue and inventory display with a terminal in Vault22.
- - (HH) Fixed Black Coffee Cup message appearing if an NPC was the one to drink it.
- - Stopped Legion camps and Safehouse from using generic military themes from Fallout 3. (more to do here)
- - Fixed a few more containers with incorrect sounds. The desks in Dead Money were using the vending machine sounds.
- - Fixed incorrect indexes on some weapon statics.
- - Gave teddy bears the proper icon.
- - Fixed more random flags on dialogues.
- - Improved weird rock position at the wastelander shack near the 188.
- - Fixed missing pylons in Boulder City miniworld.
- - Fixed mismatching walls and missing buildings in Crimson Caravan miniworld.
- - Fixed full Sunset Sarsaparilla bottle sound.
- - Fixed a huge amount of misplaced objects.
- From miguick
- - Fixed issue with Spore Carrier scripts as they were sliding around when dormant.
- - Fixed Cass' Calm Heart effect, so that it only runs on her and not on any other companion the player may have.
- - Removed the only instance of the totally bugged and amazingly useless "Companion Suite" perk actually being added to the player correctly... when exiting Doc Mitchell's house for the first time, and thus unlikely having any companions it could ruin.
- - Fixed Unstoppable Force so it actually triggers only if you hit an enemy's block.
- - Implemented missing spread multipliers to beam splitter weapon mods in LAERs and Laser Rifles.
- - (DM) Fixed a perk exploit with Dog/God's hiring scripts.
- - (DM) Fixed traps in the Executive Suites when Christine is hostile to the player. They were using an enable parent which prevented their script from disabling them when deactivated.
- - (DM) Fixed Cash Out challenge so it's a scripted challenge incremented by Elijah's death in all cases.
- - (DM) Fixed Things to Come! challenge. The narrator's dialog in the ending slides was triggering the result scripts for every response, instead of just once for the response as a whole.
- - (DM) Reverted change to a safe in the base game, and made a custom one for the Sierra Madre casino.
- - (DM) Fixed animation priorities of Ghost People, so they don't instantly get up from knockdowns by side jumping.
- - (DM) Renamed vault turrets from "The Vault Security Turret" to "Vault Security Turret"
- - (DM) Fixed suites autodoc to correctly restore sleep deprivation, and not reset the player's health and rads when stating it was only healing limbs.
- - (DM) Fixed a missing variable to tell Christine that it was Dean who put her in the Auto-Doc.
- - (DM) Fixed a Perception AV tag in a topic with Christine, and fixed another perception topic giving XP even if you fail.
- - (DM) Fixed var check to tell Dean that Christine is dead.
- - (DM) Fixed a hostile Christine not being flagged as a player enemy, preventing her acting like you are best buddies if she calms down.
- - (DM) Fixed a terminal in the vault that was displaying a repeated entry from the villa clinic.
- - (HH) Fixed the HH datura antivenom scripts to not try to dispel the NPC weapons' effects.
- - (HH) Fixed White Legs having different weapons to the ones they were using after their death.
- - (HH) Fixed perk effect name of Well-Stacked Cairns, which was named "Companion Perk".
- - (HH) Gave Follows-Chalk the correct class.
- - (HH) Re-fixed Way of the Canaanite so it runs conditions in the weapon field.
- - (OWB) More creature inconsistency fixes.
- - (OWB) Fixed critical effect of Sterilizer Glove and Super-Heated Fist having the scripted flames effect use a magnitude instead of a duration.
- - (LR) Fixed an issue with the Rushing Water fix caused by the Chem perks fixes that was making it last longer than intended.
- - (GRA) Added conditions to Esther's bonuses so there's less chance of them getting stuck on the player.
- From KiCHo666
- - Mother Deathclaw head dismemberment fix - https://www.nexusmods.com/newvegas/mods/62713/
- v10.7
- - Reverted firebomb to exploding on a timer instead of on impact to prevent a reverse-pickpocketing bug.
- - Fixed Bill Ronte, Jacob Hoff and Caleb McCaffery reverting to often ill-fitting generic greetings once their part in a quest is over.
- - Fixed quest markers sometimes pathing directly through houses. This was most commonly seen when leaving Freeside to meet Gloria Van Graff's Legion contact.
- - Fixed horizontal rain when the player looks up or down in X-17 Meteorological Station.
- - Fixed a conversation between Raul and Private Edwards that was using the wrong topic.
- - Fixed container sounds.
- - Fixed some disappearing corpses.
- - Fixed a few floating rocks and some other minor placement issues.
- From miguick
- - Fixed Coyote Meat to apply all rads at the beginning like all other ingestibles, instead of over 3 seconds allowing weird exploits for players with the Atomic! perk and a taste for raw coyote meat.
- - Reverted change to Splash Damage perk which was limiting its usefulness for mines due to an engine bug.
- - Fixed a dialog prompt with Davison where the player says "StealthBoy"
- - Fixed random flags on the companion KOed and knocked back lines.
- - Moved Rocket recipe from Aid to Chem category.
- - Tweaked some projectiles where there were inconsistencies between the regular explosion and the destructible data.
- - (OWB) Changed the Sonic tarantula critical effect to not use GetRandomPercent conditions, which don't really work and make it kinda useless.
- - (GRA) Fixed missing sounds and default weapon source on Fat Mines.
- From KaneWright
- - Fixes to some of the normal maps and models included in earlier versions.
- From KiCHo666
- - Fixed Party Hat - https://www.nexusmods.com/newvegas/mods/62622/
- - Powder Charge Fix - https://www.nexusmods.com/newvegas/mods/62644/
- v10.6
- - Ranger Ghost and Lacey given DefaultStayAtEditorLocation packages.
- - Fixed Mick & Ralph not trading under certain reputation values. The rep checks were incorrectly using GetReputation instead of GetReputationThreshold.
- - Fixed being unable to speak to Farber because of an incorrect reputation check.
- - Going for a swim in Vault 34 will no longer stop all distant hired companions from being in the waiting state.
- - Alice Hostetler will no longer spontaneously die if the player leaves the Hostetler home after a peaceful solution has been reached near the conclusion of "Someone to Watch Over Me". Also allowed the Hostetlers to return to their regular AI packages once the quest is over.
- - Fixed some mistakes with the Chemist and Day Tripper fixes to ingestible items, as pointed out by rpgdragon19.
- - Mentats Increased Charisma effect changed to use the one intended for chems instead of the generic one.
- - Fixed Arcade not initiating conversation to give a "Like" point after Anderson agrees to turn himself in without making a deal with the co-op during The White Wash.
- - Fixed several missing or incorrectly orientated North markers.
- - Fixed orientation of CrimsonCaravanBarracks02.
- - Fixed bad collision on RowHouse02NV (partial fix) and highwaystr01rwStoneNV models.
- - Removed weird window from Black cave door model.
- - Fixed Drunken walking and vomiting animations.
- - Stopped NPCs from reacting to binoculars and cameras as if they are guns.
- - Stopped NPCs from reacting to the player pointing a gun at them when they are unaware of the player's presence.
- - Fixed Doc Mitchell not offering to heal severely injured players. Also fixed an issue with addiction treatment.
- - Fixed Senior Scribe Schuler not treating addictions properly, and reordered her healing dialogues as most were set up backwards and were offering incorrect prices for the player's current condition.
- - Fixed Dr. Kemp, Doctor Usanagi, and Julie Farkas not offering to heal the player's crippled limbs or damaged perception/endurance when the player is at full health.
- - Fixed Doc Sawbones (Camp Golf) not refusing to offer radiation treatment when the player is an enemy of the NCR. It was checking for addictions instead of rads.
- - Fixed Alex Richards (CFH) offering treatment for radiation when the player doesn't need it.
- - Fixed Alex Richards and Argyll (Nellis) getting permanently stuck in a Fallout3 DoctorGreet dialogue package which they obviously had no dialogue for after the player receives treatment from them.
- - Gave proper "Goodbye" lines to Bill Ronte, Corporal Farber, Don Hostetler, and Samuel. Replaced the awful "..." they had before, by allowing them to use lines from Blake and Cliff Briscoe.
- - Fixed Don Hostetler talking as if he's at the Crimson Caravan when he isn't.
- - Fixed Deputy Beagle and Klamath Bob using generic voice lines that weren't blocked off for their voice types.
- - Fixed ED-E radio interruption between Knight Lorenzo and April Martimer during ED-E My Love.
- - Fixed female Goodsprings Settler saying "Help me!" instead of "Thank you!" when any additional geckos are killed at the well after "Back in the Saddle" has been completed.
- - Fixed chairs that could be sat on when they should not have been, and vice versa.
- - Fixed an issue with the Disguised Frumentarius not respawning correctly when he fails to deliver his message.
- - Tripwire traps are no longer highlightable after breaking.
- - Replaced all static fission batteries with the usable version where appropriate.
- - Gave hunting revolver sound effects to the Ranger Sequoia.
- - Fixed 4 exploding generators at Hoover Dam that were partially broken by one of the official patches as they had been given the same Enable Parent as the non-exploding ones.
- - Fixed issues with Pvt. Halford's dialogue when the player has cleared out the lakelurks before speaking to him and healing his leg.
- - Recruiting Santiago for Wang Dang Atomic Tango no longer reverts Debt Collector to an earlier objective when the latter has already been completed.
- - Fixed being able to ask Old Ben to work as a suave talker for the Garrets when Santiago has already agreed to work for them.
- - Prevented hiring of escorts for James Garret if he is dead and the quest is no longer active.
- - Fixed Great Khans reputation greeting packages. The original single package intended for all reps was only functioning for mixed "Dark Hero", so I had to make new packages for good and bad reps. Also fixed the dialogue as it was under the wrong topic.
- - Fixed some NCR Hoover Dam Trooper battle dialogue which was under the same wrong topic as the above Great Khan dialogues.
- - Fixed Lieutenant Monroe not thanking the player for rescuing the hostages after killing the Great Khans. Combat with Jessup would hide the necessary objective for his dialogue to work.
- - Fixed Freeside thugs appearing to search each other for items.
- - Fixed Beatrix and Santiago's sleep packages causing them to get stuck near the bed.
- - Removed a blank "dumb response" from one of Sarah Weintraub's speech checks which was preventing the proper text from appearing.
- - Fixed Etienne spelling inconsistencies.
- - Fixed missing sounds on some ammo boxes and containers.
- - Codac R9000 Camera can no longer be repaired with hunting rifles.
- - Fixed part of the NCR Ranger Combat Armor jeans texture that was brown instead of blue.
- - Fixed Still in the Dark reverting to an earlier objective if the pulse gun is dropped while Veronica is talking to Elder McNamara.
- - Fixed Dr Hildern giving the objective to collect the Vault 22 data when the player already has it.
- - Fixed Super Stimpak visual effect being applied when used by NPCs.
- - Fixed a low barter skill check with Ruby Nash for the NCR meat supplies that was still appearing after it had been superseded by the higher skill option.
- - FIxed 1st Recon red beret texture clipping through the insignia.
- - Repositioned all invisible doors so their markers now point to the middle of the door instead of being placed off to the side or a short distance in front of the door.
- - Fixed Cliff Briscoe's barter checks for selling the storeroom key not disappearing after the player has already bought the key.
- - Fixed White Glove disguise reapplying the disguised faction reputations whenever it is unequipped.
- - Fixed ambient crowd noise getting stuck on after walking out of Freeside etc.
- - (DM) Fixed NPC radio chatter not advancing beyond their Act 1 dialogue.
- - (DM) Fixed an issue where Dog's radio would not turn to static when he is nearby. It was disabling Dean's instead.
- - (HH) Fixed random dialogues for Tribals and Joshua Graham.
- - (OWB) Fixed The Sink having too many caps.
- - (OWB) pastes and sausages no longer display their temporary increased health effect in combination with the restored health per second.
- - Various typo fixes etc.
- - More placement fixes.
- From miguick
- - Removed the lighter sound from the head cripple animation and from a male dance animation.
- - Added OWB cyberdog guns and GRA weapons to the appropriate fat man, minigun, missile launcher and flamer VATS cams.
- - Removed radroach meat from a radroach's inventory.
- - Corrected description of Hot Blooded trait to match its effect, +15% instead of +10% damage.
- - Fixed a few companion dismissal scripts which neglected to remove Raul's Full Maintenance perk.
- - Tweaked flora scripts with an Activate line, to get rid of the 'prrt' sound.
- - Fixed Helios One securitrons that weren't unconscious in stasis when they should've been.
- - Fixed Vikki & Vance casino's floor manager response when the player attains whale status, so that he correctly gives a reinforced leather armor at 65% condition instead of 6500%.
- - Added missing animation restrictions for helmets etc.
- - (OWB) conditionalized the sink's drink effect to only cure thirst in hardcore mode like all other such effects.
- - (LR) Changed the Ambusher Tunnelers' unarmed attack to a scripted effect as it wasn't working as intended as the GetRandomPercent function doesn't appear to work correctly in the actor effect conditions. It was also set as self instead of target so it was damaging the tunnelers' own legs.
- - (LR) Corrected Tunnelers' DT which was incorrectly defined as an actor effect instead of an ability. Also fixed a temporary buff which was applied and removed via script, yet had no duration so was doing nothing.
- The rest...
- - Camp Golf upstairs doorway clipping fix by Xilandro
- - Power Armor Pauldron Glitch Fix by trulypanda - https://www.nexusmods.com/newvegas/mods/62284
- - Ravens UV map fix by Rowd - https://www.nexusmods.com/newvegas/mods/62271
- v10.5
- - Numerous typo fixes and translation errors and/or record references.
- - Coyote and Dog hides now have weight just like all the other hides.
- - Lucky now uses the correct model when used by NPCs.
- - Vodka bottles now sound like glass instead of plastic.
- - Gave pick up and drop sounds to Gatling Lasers, Plasma Casters and Tesla Cannons.
- - Fixed Jeannie May's dialogue map marker reveal for Nelson as it was previously looking for a non-existent "Nealson" trigger marker.
- - Fixed Securitron Vault sentry bot travel packages that were using only one of the two security alert quest variables.
- - Fixed some Legion mongrels that were pickpocketable and respawning when they should not have been.
- - Fixed Dr Kemp offering treatment for radiation when the player doesn't need it.
- - Corrected faction warning and repair list for Brotherhood Elder robes.
- - Gave a more appropriate icon to the Kings Outfits instead of the utility suit one it was using before.
- - Fixed Strip Securitrons that were missing their DT.
- - Improved Nipton Town Hall door fix.
- - Fixed Colonel Moore post-battle dialogues where their conditions became valid too early.
- - Prevented Colonel Moore from triggering the wrong final battle stage if For The Republic, Part 2 was still running when the battle had already started through Yes Man.
- - Fixed a dialogue issue with Jessup when Ring-a-Ding-Ding! has been completed and the player hasn't ever had the chip.
- - Added collision markers to an alcove in the Ultra-Luxe bathhouse, and added extra collision to the Ultra-Luxe circular bar, which should reduce the chances of bottles and glasses falling through it.
- - Added an experimental fix for the securitron weapon demonstration non-starting bug. Split the House/Yes Man stage check into two parts, though this should make literally no difference in execution, it wouldn't be the first time the engine hasn't behaved as expected for such things. I haven't been able to track down the exact cause of the bug.
- - Fixed a few issues with The White Wash. Keeping the secret about the Westside water will no longer result in breaking the deal with the co-op when Anderson turns himself in or the Scorpions are falsely given the blame. This was happening because all the results shared the last line of dialogue with the one where he attacks the player, and the conditions couldn't be blocked off entirely for that line, which also meant that an incorrect choice came up for Boyd when the Scorpions lie was already agreed upon.
- Unfortunately, Trent Bascom has one line of dialogue with the wrong voice line for when the player lies to him about not knowing who was responsible for restoring the water to the farms, which cannot be fixed.
- Various NPCs will now correctly comment on whether the water has been redirected or not.
- - (DM) Fixed companion dialogues for the "stay close" distance tactic.
- - (OWB) Disabled 3 non-functioning invisible surgical masks.
- - (OWB) Fixed male lobotomites not using the correct voice (or absence thereof), and fixed female random spawns not working due to both of the random lists being set to use the same male template. Credit to skulluminati for finding the problem with the templates.
- - (LR) Fixed missing oscilloscope texture on the Laser Detonator. Credit goes to Hopper31 for finding this mistake.
- - (LR) The Bowie Knife now uses its own texture instead of Blood-Nap's.
- From miguick
- - Removed obsolete Veronica Quest Perks Fix by denizsi.
- - Slasher and (OWB) Battle Brew given the chem DR increasing effect, instead of the one intended for other sources. Battle Brew also given Whiskey Rose check for the drain intelligence effect.
- - 50MG incendiary ammo: gave cases.
- - 12Ga Bean Bags given their reduced spread effect.
- - Gave correct icons to Remnants Tesla Armor and helmet.
- - Corrected the spelling of 'Gommorah' that was shown when gambling.
- - Fixed more bighorners which were eating their own meat.
- - Fixed silenced 10mm pistols which were using .22 sound effects.
- - (HH) War Club honors changed to give +25% attack speed instead of the mistaken +125% increase.
- - (OWB) Elijah's Jury Rigged Tesla Cannon: gave same kill impulse as Tesla Cannon, critical death disintegration and 1st person model.
- - Replaced 5 mines in Oscar Velasco's cave which were placed as weapons instead of as projectiles.
- - Black and Van Graff Combat Armor: gave armor same Torso facegen flag and small icon as regular combat armor.
- - Raider Psycho-Tic Helmet and Enclave Officer Hat: gave correct small icon.
- - (LR) Breathing Mask and Ulysses' Mask: removed wrong sound template and female small icon.
- - Fixed feral ghoul troopers to use the correct regular ghoul combat style, so that they don't use the glowing one's rad attack animation with no effect.
- - Corrected the vault 34 overseer in the same way, and gave him the appropriate unarmed attack to deliver his unarmed effect.
- - Fixed glowing ghoul trooper mesh so that their severed heads have green blood textures.
- - Added missing template to another Cazador.
- - Revisited fixes for Vault 22 Spore Carriers, since the OnLoad block wouldn't rerun if exiting and reentering the cell.
- - Removed the scripts from a pair of (unused in vanilla) dead Spore Carriers since SetUnconscious 1 apparently can resurrect dead actors.
- - Fixed the looking animations for Spore Carriers and Tunnelers so that they can use all of them and not just the look left one.
- - Also fixed their staggering anims when hit in their crippled limbs, since they checked for both leg and arm hits, but only for the leg condition to play them.
- - (OWB) Removed additional inventory loot from Big MT Cazadores.They already had the relevant death loot, and having it directly in their inventory meant they could heal by cannibalizing the occasional egg.
- - (OWB) Fixed the cazador script so that the Cazadeath Dealer challenge only advances if the player was the one to get the kill.
- - (OWB) Changed player responses to Mobius' offer of Mentats to simply check for the player being under the STR increasing effect of alcohol, instead of checking for each vanilla alcohol item.
- - Beer and Irr. Beer: gave bottle inventory sounds, credit to darthbdaman.
- - Nuka Cola Victory and Quartz: conditionalized their cap add effect to run only on the player, like other cola, credit to PushTheWinButton.
- - Super Stimpack: gave correct small icon.
- - (HH + OWB) Cave Fungus: gave the cave fungus icon from OWB, much more fitting than the microwave food icon as set by HH.
- - Removed the quest item flag from the Rad Absorption script.
- - Fixed Doc Mitchell's Psych Exam script, so that it doesn't always conclude your best combat stat is Perception.
- - Fixed an issue with the Here and Now perk, when the player has been rewarded enough XP for more than one level it could give a negative amount of XP and prevent further level ups.
- - Simplified the GenericScript, so that it simply checks for the generic Addiction base effect instead of checking every other particular effect. This makes it more likely to work with mod added addictions. Also changed the application of the PlayerConcussed effect (for when the player's head is crippled), so it checks for the active effect instead of the base effect.
- - (LR) Moved operation of the Roughin' It! Bedroll Kit to the LR generic perk quest script, to fix the bug where having several of them in inventory or nearby would prevent them from working.
- - Fixed the Ruthless ability to always add +25 melee damage, instead of strangely checking for IsIdlePlaying on the 'Target', which is not valid for actor effects.
- - Khan Trick effect changed from a permanent Ability that was applied to the victim's base record to a temporary Actor Effect.
- - (DM) adrenaline shots from the autodoc now lower sleep deprivation by 1000 instead of 10000, like the other fixes to DLC rest ups.
- - Rebar Club and (GRA) Nuka-Breaker have a VATS attack whose only special thing is that it costs 8 more AP. Gave them a knockdown effect and x0.5 damage mult like the other Mauler attacks.
- - (LR) Flashbangs now inform of their effect in the Pip-Boy. Also set its HP to 5 like the other grenades, and they no longer explode with a frag grenade explosion if destroyed in midair.
- From RoyBatterian
- - Fixed meshes for the glowing skin issue with some of the female and child outfits.
- - Fixed (unused in vanilla) deathclaw alpha kaleidoscope skin.
- - Fixed McCarran wall mesh.
- The rest
- - Tesla Cannon Explosion Fix by GenaTrius - https://www.nexusmods.com/newvegas/mods/60655/
- - Anti-Material Rifle Fix by BeyondTom - https://www.nexusmods.com/newvegas/mods/56515/
- - Dead Money Fireworks Fix by Weijiesen - https://www.nexusmods.com/newvegas/mods/61635/
- - Reinforced Leather Armour First-Person Clipping FIx by Leedsfuzz - https://www.nexusmods.com/newvegas/mods/51924/
- - Ranger armors and Riot Gear clipping weapons bug and posture fixed by kotorisovanie - https://www.nexusmods.com/newvegas/mods/61219/
- - Fixed Dead Money ladder model by ZuSkunks.
- v10.4
- - Fixed All American sticker texture for compatibility with retextures.
- - Fixed a scripting error that was causing an NCR MP to appear when you are liked instead of hated. This appears to have been left unfinished however.
- - Fixed various typos and translation oddities that were pointed out by JudgeKyle and Ikarugamesh.
- - Fixed a few more floaters and clippers. and adjusted or disabled some badly positioned collision markers where it was possible to walk on top of them.
- - Fixed a whole bunch of NPC greetings that were directed at your companions even when you had left them waiting elsewhere.
- - Copied the missing drinking spell and sound effect to the OWB sink's activator from the dialogue script to hide the fact that the third-person animation is broken when called from a script.
- - Changed the Beyond the Beef Imitation Meat Pies to be unobtainable like the drugged wine.
- - Restored the Vault 11 music that was broken by one of the official patches when they disabled the sex sounds.
- - Fixed an issue that made it possible to miss finding out who had raided Ranger Station Charlie.
- - Fixed Ranger Andy teaching the Ranger Takedown move twice.
- - Fixed an oversight that could allow waiting companions to be stuck in the Hidden Valley bunker if the self-destruct is activated. Otherwise it meant a trip to the companion dismissal terminal to resolve the situation.
- - Removed the idle sound from ED-E's upgraded weapon as it could cause weird noises.
- - Fixed several issues between Private Edwards and First Sergeant Astor. You can no longer suggest that Edwards go to Astor if you haven't met him, and you can no longer ask Astor to take Edwards unless you've already spoken to Edwards about doing so. Edwards will no longer leave the house to join Astor or RS Echo unless the radscorpions are dead or he is lied to.
- - Fixed some invisible stuff that was on the floor of the Silver Rush.
- - Fixed an XP exploit on a medicine check with Michael Angelo.
- - Fixed an exploit with Emily Ortal, and added a missing perk check for Black Widow.
- - corrected Plasma Spaz loading screen message and text descriptions which were still using the pre-patch 10% instead of 20%.
- - The fridges in the Followers' Safehouse now correctly restock only once on Mondays and Thursdays if empty, or if enough time has passed since the last restock. They will also no longer be reset if the player has used them as storage.
- - Dr Luria, Gomez and Atticus now restock their respective supplies of stims, ammo and misc items when appropriate. Previously they would only be able to restock if you visited their safehouse on a day when they weren't there.
- - Fixed some issues with Contreras' merchant container restocking and his expanded inventory.
- - Made an attempt at fixing Contreras' severely broken unmarked quest, I won't call it 100% fixed, but now it's far less likely to return an incorrect result than it was before.
- - Removed "no low level processing" from several merchants where it was confirmed to be preventing them from restocking.
- - Stopped Contreras, Dr Kemp, Farber and Knight Torres from having an infinite supply of single pencils. Their merchant containers were running a script that would repeatedly add one new pencil whenever the player was in the same cell.
- - Fixed an issue with Major Polatli's dialogue where no more choices would be given if the morale level has been raised to between 7 and 9, and the player asks if he has the troops to retake Nelson.
- - Fixed several script sources where the provided source code was incorrect and did not match the compiled scripts which were in fact correct. Kinda unnecessary, but they're there in case someone decides to recompile any of these scripts in future and doesn't notice the errors.
- - Implant GRX modified to work properly with the Chemist/Day Tripper fix, and the Fast Times perk.
- - Turpentine now uses its previously unused icon.
- - Miss Fortune now works with DLC weapons. (Crystalking52)
- - Altered Pip-Boy models to each use the amber glow. (Yuriy08)
- From miguick
- - Removed the extra Gauss Rifle from Elijah's inventory to ensure that he uses his scaled, non-playable version, and made him drop a playable version on death.
- - DT fixes for Atomic, Big Brained, Brainless, Camarader-E, Kamikaze, Reinforced Spine, and Spineless.
- v10.3
- - Fixed several scripts for Dr. Henry and Calamity that were using local variables.
- - Fixed turning in the quest How Little We Know to Mr. House if he only told the player about the Omertas but the player left without agreeing to investigate them, but then came back later after doing the quest for the NCR instead.
- - Mister Sandman should now correctly set the victim unconscious.
- - Fixed Ranger Grant using his radio goodbye voice, and stopped him from using the panic AI package which was preventing the player from talking to him. Also fixed his "we've got a lot to do to prepare" line.
- - Fixed being able to pay for the room in vault 21 multiple times after you'd already paid.
- - Fixed one of Lieutenant Boyd's lines that wasn't playing for female players. The "him" in the line was actually referring to Silus, not the player, yet it was incorrectly set to check the player's sex.
- - Corrected the Chainsaw to use the Ripper's impact data set instead of the sword's.
- - Fixed NCR Troopers randomly spawning with civilian hats.
- - Fixed East Pump Station Terminal could be activated without repairing it with a science check.
- - Stopped NPCs triggering dark imagespace modifiers when entering Camp Guardian Caves.
- - Stopped Chupacabra respawning.
- - The Legion troops that are knocked unconscious at the start of the warehouse battle in Birds of a Feather can no longer miraculously still be alive when returning to the warehouse after the quest is over.
- - Fixed an issue that could allow the player to view General Oliver's dam death scene and the ending slides in third person.
- - Fixed an issue caused by Lonesome road where players could become liked by the Brotherhood of Steel without having met them and thereby incongruously be rewarded gifts at the same time as a bomb collar.
- - Fixed Vulpes Inculta giving the player no dialogue choices other than the one telling him that his crimes are unforgivable.
- - Fixed Vulpes Inculta still being alive at The Strip if he was killed in Nipton. Also fixed his body instantly disappearing if killed at The Fort.
- - Fixed an issue with Alerio attempting to use an AI package to path to the Legate's camp instead of the correct one for leaving the Strip.
- - Fixed issues with Goodsprings settlers' AI packages.
- - Fixed an issue leaving the vault in Dead Money if you somehow managed to skip the security terminal on your way in.
- - Fixed several dialogue mismatches and spelling errors.
- - Fixed yet more floating and misaligned objects.
- - Fixed conflicts between 'The Coyotes' and the unmarked quest 'Keith's Caravan Charade' if both quests are active.
- - Fixed the mixup with the masters in the NPCs files. Sorry about that.
- - Threw in a last minute fix for Doctor Luria being unconscious in the Followers Of the Apocalypse Safehouse.
- From miguick
- - (DM) Irr. Salisbury Steak: Fixed perk checks for Old World Gourmet.
- - (HH) Wasteland tequila and Large wasteland tequila: The former gave larger bonuses while being less expensive to make.
- - (OWB) prevented stacking of Med-X with the aural stealth suit's own Med-X, otherwise they can be stacked for 50% DR.
- - (LR) Rushing Water: gave it the missing rehydration bonus for having the Camel of the Mojave perk.
- - (GRA) 12ga Pulse Slug: added 12Ga Hull like the other slugs.
- - Added plastic audio template to Chinese Stealth Suit and Hazmat Suit.
- - Corrected description of I Can Do It One Handed, since it is a damage challenge, not a killing one.
- - Fixed some inconsistencies and omissions from many creatures.
- - Corrected dummy effects on Tesla Cannon's effect, since it doesn't deal extra crit. damage, just has extra crit. chance, and the effects were added with Self instead of Touch like they should have been.
- - Corrected Advanced Radiation Suit's effect so it gives 100 Rad Resist to NPCs instead of 140.
- - (HH) Fixed effect of NPC 'poisoned' Shishkebabs so that they apply the datura poison from the effect suited for it like the other HH NPC weapons, instead of directly from the weapon with wrong magnitudes and no account of poison resistance.
- - (GRA) Corrected magnitudes on the 25mm and 40mm grenades.
- - Gave the Weathers family a sandbox package so that they don't stand in place doing nothing if they make it to the Mormon Fort.
- - Cherchez La Femme, Confirmed Bachelor: added menu fix to avoid weapons listing the adjusted damage from the perks.
- - Spray and Pray: now also checks for any NPC flagged as a teammate and not just those in the FollowerFaction.
- - (OWB) added safeguard to the Stealth Suit MkII Sneak speed bonus perk so it only works if the suit is equipped.
- - (OWB) Them's Good Eatin': fixed to not add loot to knocked down essential actors.
- - Fixed erroneous rotation on Thump-Thump's projectile.
- - (DM) gave the Knife Spear projectile the playable knife spear as default weapon source, so there's less chance to pick up the unplayable versions that ghost people use.
- - (HH) Tweaked Fire Bomb projectile so that it outputs the same explosion if destroyed in midair, instead of a much stronger frag grenade one. Also removed the timer so that it explodes on impact, which makes sense for a glass bottle/molotov-cocktail lookalike.
- - Fixed the Ninja effect for Nightkin to actually work at adding 15% crit chance if wielding melee or unarmed weapons.
- - Changed script of Rex' Bite effect, RexBiteKnockdownScript, so that it only causes an extra 25 damage when used by Rex with Rey's brain, and not by any other cyberdog.
- - (HH) Fixed the Quiet as the Waters effect from a timed effect that had to be applied from the script into a constant ability, and tidied up NVDLC02WhiteLegsActorSCRIPT so it simply readds the effect back if it had expired.
- - (OWB) Gave the Med-X addiction checks for the Ignore Neg Effects AV like the other addictions have, and for the suit's Med-X version.
- - (LR) Conditionalized Blood-Nap's bonus so that its sneak bonus is not counted as permanent for exploiting in perk selection.
- - (GRA) Changed the critical effect and script of the Nuka-Breaker so that it now uses the actor effect instead of the DLC03ShockHammerScript for extra damage: +25 damage against Mojave robots, +13 against Big MT robots, +10 against power armor, and +25 electric damage against everything.
- - Incendiary Grenade and (HH) Fire Bomb: gave Fire Resistance type and a flamer critical effect, instead of Energy Resistance and plasma gooification.
- - (OWB) Sonic Emitter - Gabriel's Bark: fixed NVDLC03SonicGabeKnockdownFixedSCRIPT so that it checks for Stonewall on the actor that's been hit, not on his combat target.
- - (LR) The eyebot zaps that heal Ulysses in the final fight can no longer cause critical damage.
- v10.2
- - Returning the holotapes should be fixed for all cases this time, and the holotapes will be removed if you already have all 3 when you first talk to McNamara.
- - Fixed incorrect casing count for the bulk buy script.
- - Fixed being told "your weapons have been returned" when you enter the interrogation area at Camp McCarran.
- - Fixed EDE1 being given EDE2 and 3's weapons when visiting the fort.
- - Reverted a couple of edits to the Recharger Pistol.
- - Fixed an issue with the Sneak Sight effect being applied by companions.
- - Fixed Jack and Loyal getting left behind in NellisHangar1 when Hangar1b replaces it.
- - Fixed incorrect ghoul eyes.
- - Removed the change to the Slayer perk, as it doesn't work when bare-fisted, and it could potentially have been giving bonuses to the wrong weapons.
- - Fixed incorrect gamemonth calculations in HH, OWB, and LR. They were using 1-12 for Jan-Dec, when they should have been using 0-11. There were also issues with February.
- - corrected Aerotech refugee voices.
- - Fixed a medicine check on Orris' thugs that was triggering without the player having selected it.
- - Fixed an issue with Dean or Dog being teleported into the player when finding Christine.
- - corrected Heave Ho! to only work with thrown weapons.
- - Added 3 lines of script from the Caesar Stuck in Coma fix by Hemingway308, but tweaked it a little to prevent Caesar running straight out of bed.
- - Fixed some entries that were using the wrong references due to mismatching 17bxxx records in each of the non-English versions.
- From miguick
- - Fixed flags on a dead wastelander so that it has no AI packages and no low level processing.
- - Fixed Kamikaze perk. Turns out it was also lowering Damage Resistance by 15 points!
- - Fixed rank 4 of Camarader-E perk to not check for VATS mode, since it isn't needed.
- - Fixed companion version of Camarader-E so that each rank also has the effects of the previous ranks, which otherwise go missing, and to not check the weapon since it isn't needed to check ED-E's weapon to add the damage bonus.
- - Changed GRA's Efficient Powder Charge recipe to check for Mad Bomber instead of Hand Loader. This appears to have been a definite mistake.
- - Changed the regular Powder Charge and Bottlecap Mine recipes so that they aren't visible if you have the Mad Bomber perk AND enough skill in explosives to use the efficient recipes instead.
- - Removed dummy text effects from the LR Blood-Nap sneak bonus and GRA's Esther shielding bonus. Those dummy text effects are for the weapons to inform you of their abilities, not for the actor effects that they add to you
- - Standarized Gas Tanks (thrown as grenades by ghost people) and Gas Bombs (set as mines by the player) to use the same explosion, and updated their respective weapons to have destructible data with that explosion.
- From CrystalKing52 and DevastatinDave for the fixed Police Pistol model.
- - Corrected .44 Revolver 1stperson texture.
- - Corrected misapplied Plasma Caster 1stperson textures.
- - Corrected Sprtel-Wood 1stperson knob texture.
- - Corrected some misapplied textures from the previous machete fix.
- - corrected models and added missing world models to the Ranger Sequoia, Police Pistol and 5.56mm Pistol.
- - Added missing pouches to the female NCR Trooper and Bandoleer Armor models.
- - Changed the EMP Laer object effect to be consistent with the rest of the fixed EMP object effects.
- v10.1
- - Fixed an issue with returning the 3 holotapes during "Still In The Dark".
- - Fixed incorrect Perception and Speech checks for Keller and Motor-Runner respectively.
- - Fixed an issue with Simon saying nothing after the Silver Rush is blown up.
- - Fixed an issue with Lieutenant Gorobets' AI package that locks you out of Corporal Betsy's quest if Driver Nephi is killed just before 1st Recon arrive at the rock-crushing plant. (It won't be a retroactive fix, but you can fix it with the console command: set "f81bd".bGetIntoPosition to 0
- - Tweaked the Gomorrah door script a little. Hopefully it works for everyone now.
- - Fixed one of Lily's combat tactics lines as it was actually changing Raul's. This could only happen if you specifically asked her to change it, as using the wheel doesn't trigger this voiced line.
- - Fixed the option to ask Dr Usanagi about the clinic appearing only the first time you talk to her.
- - Fixed an exploit on a speech check with Angela Williams.
- - Found and fixed even more wrong language text, but as Yuki said, If you notice any more, please tell me!
- - Fixed too many to count object placement issues etc.
- - Added OWB Sonic Emitter Projectile Fix by EssArrBee - https://www.nexusmods.com/newvegas/mods/57782/
- v10
- - Added a fix for the infinite companion recruitment exploit. The exploit was done using a dialog response turning down Veronica's companion quest. The response reset several companion related variables as though you were firing Veronica without actually checking if she was hired in the first place. Sorry to all you exploiters, but seriously just install a no-limit companion mod. :P
- - Dr. Klein's Glasses and Dr. Mobius' Glasses no longer occupy the mask slot, and now only occupy the Eyeglasses slot.
- - Fixed an error introduced by YUP with Elder McNamara's dialog. When you initially talk to McNamara about finding the Brotherhood Patrols it was possible to immediately respond by saying you had all of the tapes, even if you didn't. This was due to a condition check being removed from the dialog in question - one that was kind of dicey - without replacing it with something more reliable. I've since replaced it with the same condition used by the previous dialog spoken by McNamara on the topic, which should fix the issue.
- - Discovered a bug with Senior Scribe Schuler. As it happens, her "cure my addictions" dialog won't actually cure your addictions because it isn't flagged as a "Goodbye" option, and thus can't initiate the fade-out necessary for the cure, unlike every other doctor. Fixed.
- - Found out that you could repair Black Combat Armor with Combat Armor but not vice versa. Also fixed.
- - Turns out I hadn't integrated my REPCONN Test Site Fixes mod at all into YUP. Whoops. No idea how that happened. Now fixed.
- - Discovered another possible issue with the Sink vendor in Old World Blues: the actual placed vendor container is not marked as a persistent reference. This is likely what to blame for the Sink's inventory not refreshing for a small number of people even after my earlier fix.
- - Added a fix for the issue people were having with the Lonesome Road version of ED-E whenever they asked him to fix their weapon. ED-E should no longer stop following you whenever you ask him to repair your weapon.
- - Related, updated all of the instances of the merchant cap limit fix, as these fixes also used dialog-defined variables, which was the cause of the ED-E bug in Lonesome Road. This updated fix also changes the way things work slightly: rather than simply reducing the number of caps that the merchant has without explaining where they went, the caps will be converted into another form of currency, either NCR dollars or Legion Denarii where appropriate.
- - Integrated another huge batch of placement fixes courtesy of sandbox6, who tells me that this is near to the last set they have to add to the game. In other words, nearly all the placement bugs have been fixed. I mean at least until someone finds some completely new ones that everyone missed.
- - Added in RoyBatterian's fix for CatEye being applied to the player when NPCs consume it. Turns out I'd just forgotten to limit the effect to only apply when a Player uses the item. I'd been trying to track this one down for a while and can't believe I overlooked it.
- - Added in a fix for the DT implant and the Toughness perk which makes it work more correctly with other DT increase sources. I actually can't remember who sent me this, so I'm very sorry! Let me know who and I'll correct it in the next readme.
- - Caught a few wrong-language dialog entries in some of the non-English versions of YUP, e.g. French responses in the Spanish ESM, etc. I must have left these in when I originally was separating out specific language versions of YUP to be translated. If you notice any more, please tell me!
- - Altered the records of all interior cells affected by YUP which use the "default" value for water level which is a few million units below zero. This was the root cause of a few crashes in earlier versions, so I have overwritten these values to 0.
- - More thoroughly disabled the debug dialog with Cass that I accidentally enabled way back in the early days of YUP. A few people were hearing it on other NPCs, which shouldn't have happened given that it is restricted to only triggering if "IsPS3" returns true. I've added extra conditions that can never be true at the same time, so the dialog should be gone for good now.
- v9
- - Held off on integrating a few fixes right now just for the sake of getting YUP v9 out there quicker: ownership fixes for various items in The Tops, Gomorrah, and elsewhere (pointed out by OniKeaton), as well as some placement fixes sent in by TheSilenced. OniKeaton's fixes will take a long time to change since every single one has to be done in the GECK by hand, while TheSilenced's fixes are going to take a while to examine in detail.
- - Marked the Eyepatch as non-playable. One of the fixes I integrated had made it playable, which was never intended. As cool as it is, that's beyond what a bug fix should do. I did however leave the "Male Eyebrows" and "Female Eyebrows" options as playable so they can serve as a fall-back in case something else screws up eyebrows.
- - Fixed one variant of Nightstalker that somehow had gotten tagged as being able to open doors. Whoops.
- - Further limited the default "<says nothing>" response for Nelson Legionary Explorers, since it was causing infrequent problems elsewhere. I swear, the FNV Dialog system is held together by the code equivalent of duct tape and baleing wire.
- - Removed the entirety of Mogomra's Novac Motel Overhaul. As much as I wanted to keep it in, FNVEdit has proven to be unable to properly merge the NavMesh changes necessary for the overhaul. Keeping it integrated was causing a number of serious problems with NPCs being unable to enter or leave their rooms. You should instead download the overhaul separately and run it with YUP.
- - Added more fixes from miguick. Tons of fixes, so details are in his section.
- - Added bonus critical hit damage/chance notations for a number of weapons which were missing it. All of these pointed out by OniKeaton. Details in his section.
- - Another few changes suggested by OniKeaton, including changing the icon for Ambassador Crocker's suit and adding cross-DLC compatibility for certain weapon challenges, particularly GRA weapons challenges. The latter only applies to the Base Game + All DLC version, save for changes that allow the pre-order DLC weapons to work for the GRA Curios and Relics challenge. I omitted a few suggestions after receiving some input from CrystalKing52, so thanks to him for the input as well.
- - Removed some manually coded overrides to form lists, since the dynamic updater takes care of those entries. Suggested by OniKeaton.
- - While I was poking around lists, I realized that the various "Animation Restricted" lists are woefully out of date, not just for DLC but for the base game as well, things like lists of what helmets block access to the face (so people can't smoke through them) or what items make it impractical to cross your arms (like power fists).
- - Added in Veronica Quest Perks Fix by denizsi. Turns out Veronica doesn't actually get either of the perks from her companion quest. Can't believe I'd missed that. Suggested by Impact88.
- - Added packages to Fitz and Lupe so that they will return to their stores in the event that something drags them away from their stores. Suggested by PinkiePie92.
- - Integrated another batch of MM x.93 fixes from sandbox6. Many more interiors this time, as well as some fixes for roads having gaps in them and so on.
- - Fixed a bug in Emily Ortal's dialog which could let you repeatedly select a speech challenge for 35 XP as many times as you want. Suggested by OniKeaton.
- - Also suggested by OniKeaton, some of the Mojave Express Shipping and Receiving boxes spelled it "Recieving". "I before E except after C" and all that.
- - Added in a fix for the For Auld Lang Syne quest provided by TheSilenced, more specifically the script that strips Arcade of all of your stuff he might be carrying. The base script does a bad job of re-equipping Arcade's items after it removes everything else, and also doesn't manually re-equip his glasses. Fixified, thanks to TheSilenced.
- - Added in the Memphis Kid Outfit Fix by BeyondTom. Turns out the Memphis Kid outfit didn't have its dismemberment stuff (meatcaps) rendered right, or more accurately rendered at all.
- - Added OniKeaton's Beagle Name Fix, which strips "Deputy" from Beagle's name, as well as the name of his house, when you talk to him about no longer being a Deputy.
- - Fixed an issue some users had with finding two copies of the Explosive skill book in Ranger Station Foxtrot. It turns out that specific FormID (0017bd29/0017b9a1) corresponds to different things in non-English versions of the game, which I didn't realize. The duplicate skill books were caused by that language-specific version of YUP moving some different item, sometimes from a different cell entirely, and turning it into an Explosive skill book.
- - Finally got the Italian version out there, which I'd meant to do back in v8.3. Unfortunately I got sidetracked first in trying to fix the NavMesh issues at Novac, then in some RL stuff. Well, no matter, it's finally done now. Huzzah!
- - Found a last-minute bug with the karma system. Turns out that killing Very Evil karma NPCs only gives you about +2 Karma in the base game, and +40 in YUP. The intent is for it to be +200. Fixed.
- - Beyond last minute fix pointed out by Hrnchamd which I was only able to squeeze in because of Nexus screwing up file uploads with its virus scanner. If you start Dead Money with any followers the "fire all followers" script fails to clear one of the follower-tracking variables, specifically the one that tracks how many followers you have. Arcade's dialog options use this variable, so it would render him unrecruitable. Now fixed.
- v8
- - Expanded the VATS Shotgun Fix so that it also includes the Sturdy Caravan Shotgun from the Pre-Order Packs/Courier's Stash.
- - Marked Max as non-respawning so you can't pick up multiple copies of Euclid's C-Finder.
- - Corrected an error in my fix to the Thought You Died perk which prevented it from correctly calculating your pre-perk karma before giving you the appropriate amount of extra health. Thanks to Lopham for pointing out the problem and miguick for finding the solution. While I was there I found another issue with it that was stopping it from working entirely in the "Individual ESM" version of YUP (the script wasn't associated with the Base Effect).
- - Fixed the stats on the Sturdy Caravan Shotgun and GRA Anti-Materiel Rifle, which had not been updated when their normal counterparts were as part of patch 1.3.0.452. Pointed out by Lopham.
- - Merged the separate Armor and Eyewear perks of Dead Money's In Shining Armor into one perk. There's no reason not to, and more importantly sometimes the game doesn't auto-add the second perk when you get the first one. Suggested by miguick.
- - Tagged ED-E's "play log" AI packages as "must complete" so that they don't get accidentally removed if you happen to be too far away from him when you activate a log-triggering event. Suggested by Raygereio.
- - More fixes from OniKeaton. This time some missing or bad textures on first person meshes for weapons, specifically the All American, Blood Nap, Bowie Knife, Demolition Charges, and That Gun.
- - Added in OniKeaton's OWB Level Scaling Fix, which fixes some scaling issues with below level 20 variants of Big MT critters.
- - Tried my hand at stopping the HazMat Darklight Cowl and various Lonesome Road Riot Helmets from leaving their visuals active during any ending cutscenes. This is actually accomplished by nullifying the effect whenever any of the player's controls are locked, which generally only triggers during cutscene-ish instances anyway. The problem was pointed out by OniKeaton.
- - Corrected a problem with the new Hunting Rifle mesh which was causing some mods to look incorrect, particularly the scope mod on a fully modded Hunting Rifle. Pointed out by Jozav.
- - Prevented Malcolm Holmes from running up to you and initiating dialog while you're in the middle of combat. Problem pointed out by Athelbras.
- - Provided names for two ambiguously named Holotapes/Notes: the Holotape containing Allen Marks' last words is now named "Allen Marks' Last Words", as it previously had the unimaginative name "Holotape". I also gave a terminal note in the REPCONN building concering Piers Isley and the Q-35 the name "RE: Isley", as it had literally no name and would show up as blank in your Pip-Boy. Pointed out by HIB.
- - Added a NIF fix sent to me by Crystalking52, which fixes problems with the female version of Caesar's Armor (always shows Caucasian body parts), as well as another NIF fix for the female version of the Blackjack Courier Duster which was using the incorrect normal maps, and an esp fix for the incorrect gloves being used by the male version of the Radiation Suit. Crystalking52 also pointed out that the Ghost People use the same gloves as the Mechanist suit, meaning I could simply reuse the Mechanist glove list to fix the OWB Hazmat Suit rather than making a new one as I had in previous versions. Yay.
- - Integrated two huges batches of fixes by miguick, too numerous to detail here. I have laid out the basics in his section.
- - Fixed some typos pointed out by prisoner416, mostly cases of words being used in a way that is easy to over look, e.g. "if you feel ill in anwyay" instead of "in any way". Great catches, one and all. Someone has a career as a proofreader.
- - Added two new interior/exterior congruence fixes by Mogomra for the Dino Dee-Lite Motel and Nipton Town Hall, along with an update to his El Rey Hotel fix.
- - Removed the change I made to the Chinese Stealth Armor and Hazmat Suit which allowed the suit's gloves to show on the left hand. The problem with this was that the Pip-Boy Glove would not be re-worn automatically. I may make a more nuanced fix for this in a separate mod via NVSE, but this is not something that YUP is capable of handling by itself.
- - Fixed a problem with ED-E's repair weapon dialog option added by Lonesome Road which would degrade the condition of weapons that had a durability mod added. Problem pointed out by Starbeam.
- - Finally obtained permission to include MM x.93 in YUP. I've integrated a number of landscape fixes and corrections, but omitted a large portion of the content simply because it was less bugfix and more aesthetic correction. Sandbox6 did the vast majority of the heavy lifting on this one, sorting out what needed to be added and what should be skipped, so many thanks to them.
- - Fixed some issues with YUP pointed out by gktr: the HVTorresInventory global variable was marked as "Constant", meaning script couldn't change it, Torres was marked as unable to sell misc items, notably including weapon mods, forgot to mark a specific starts-dead NPC as not-respawning (a fiend), and the attack speed variable on the Knife Spear Clean had gotten tweaked somehow.
- - Changed the way the Mysterious Broadcast radio station was fixed: instead of skipping the song Begin Again, I have encoded a new version of the mp3 along with a corresponding, correct-length mono version of the song (the cause of the station hanging). This has increased the size of the YUP download by about 4mb, but on the plus side the song is no longer MIA.
- - Removed the "HeadTracking Off" and "Pretend in Combat" flags from Ted Gunderson's follow package. While the intent of this is that he look kind of pissed off the whole time he follows you to his dad, it winds up conflicting with the "Continue in Combat" flag and sometimes makes him stop following you. Problem pointed out by RoyBatterian.
- - Solved more lingering texture problems with the YCS/186. As it turns out the incorrect normal map on the back end also applies to the in-world model, not just the first person model. In fact, the YCS/186 doesn't even have a normal map for the rear half of its model. I have substituted the normal map used for the standard Gauss Rifle by using texture overrides, rather than editing the nif file itself. Problem pointed out by CensorNV.
- - Tagged a Science check dialog option with Cliff Briscoe (about the souvenir rockets being radioactive) so it can only be used once. It will now also give you an XP reward. Problem pointed out by Camper Strike.
- - Another Camper Strike bug, this time he noticed that the Bright Brotherhood Followers will almost invariably pause to awkwardly say "hi", "hello", etc. to each other just after Jason Bright's speech concludes. I've removed the "can converse" tags from the package they use while on the rocket pad.
- - Corrected a problem introduced by the default "<says nothing>" response I added in v8. Apparently due to load order weirdness that response was coming before responses from other mods, even things like TTW, making it so many NPCs could not be converesed with. I've limited the response to ONLY the affected voice type from FNV (MaleAdult06).
- - Integrated Machienzo's Black Mountain Rhonda Fix, which has recently changed permissions so that anyone can use it in a bug fix compilation. On behalf of the entire community, thank you very very much for making that change. ^_^
- - Integrated Sneak Sight and Overlay fixes by CensorNV. I've altered one of the fixes to integrate with an existing fix I had for the Riot Gear Helmets that prevented them from making your vision red during ending cutscenes.
- - Thanks to a tip by JFallout93 and some clarification by chasing, I have found an alternative to joefoxx082's Rifle 1st person accuracy fix. Apparently an updated version of the fixed animation is included in his Weapon Animation Replacers mod, which also allows for reuse with credit. This version is now integrated into YUP. To be clear, ONLY the fixed aim animation is included.
- - After a very thorough examination of the infamous "whiteface" bug by Athelbras and CensorNV, I have separated all NPC and Leveled NPC edits into a separate ESP file to be run alongside the main YUP ESM. Without getting overly into the core problem, the upshot is that edits made to NPCs that are stored in an ESP will not cause the whiteface bug, while edits made in an ESM will cause the bug unless the user modifies some ini settings (bLoadFacEGenHeadEGTFiles). Since the setting in question has been linked to some other issues, I felt splitting the records was necessary to ensure maximum compatibility.
- - Added in several more fixes by CrystalKing52, including a fix for the female Powder Ganger Guard Armor mesh, as well as an extensive list of tweaks to item placement and other things: fixed some floating items in the Boomer areas, made Rex vulnerable to EMP effects (he's a Cyberdog after all), replaced a hidden/unplayable variant of Boomer armor found in containers at Nellis with a playable one, removed Boone's quest beret from the Beret repair list, fixed a mesh error (random extra sleeve bit) from the female mesh for Powder Ganger Guard Armor, replaced all instances of Frag Mines in the Sierra Madre with Demolition Charges, removed all Dark Business Suits from Omertas, replaced a few instances of static/un-grab-able weapons with the actual weapons, and gave the Bear Trap Fist the appropriate repair list rather than it using the Power Fist repair list.
- - Inspired by some form list update suggestions made by CrystalKing52, I have combined all the various quests that update Form Lists into one quest (or five quests for the Individual ESM version), so as to take up minimal space. I've also made a few changes based on common sense. Details below.
- - Added Binoculars, Boxing Tape, Dog Tag Fist, and Recompense of the Fallen to the holdout weapons list per a suggestion by CrystalKing52. The concept that any of those couldn't EASILY be concealed is pants-on-head retarded, and the impact they will have on gameplay is minimal, not to mention that Binoculars aren't a weapon. Also added the Big Boomer and That Gun to the improved holdout weapons list, as the normal versions of those weapons were allowed in while the unique versions were not, which made no sense. Added the Assault Carbine, CZ57 Avenger, and Silenced .22 SMG to the list of weapons available for the "Click" challenge. Added the Van Graff weapons to the Beam Challenge list. Added the Missing Laser Pistol, Recharger Pistol, and Recharger Rifle to the Laser Commander weapons list. Added the High Yield Time Bomb to the Cowboy weapons list. Added Annabelle, the grenade rifle, Mercy, and Thump-Thump to the "Aiming is Optional" list. Added Lightweight Metal Armor to the "can't use for the Travel Light perk" list. Added the Broad Machete to the "White Line Nightmare" challenge.
- - Received a different version of the fixed Plasma Caster mesh from VWgolfR1, based on a fix he did for EVE's retextured Plasma Caster. VWgolfR1 was kind enough to re-retexture the Plasma Caster back to "stock", as it were. With that I now have every mod integrated that I've specifically wanted. YAAAAY! ^_^
- v8.1
- - Copied over some fixes from the Base Game + All DLC version which hadn't gotten transferred to the Individual ESM version, all relating to Old World Blues. The fixes were for the LAER and Elijah's LAER, a fix to keep your brain from turning hostile towards you, and fixes for the Heartless and Robot Compliance perks.
- - Correspondingly, one fix was missing from the Base Game + All DLC version that was in the Individual ESM version: a fix for the Logan's Loophole perk.
- v8.2
- - Corrected some problems with NavMeshes in Novac, Nipton, and the El Rey Motel. In copying over the changes made by Mogomra's overhaul I somehow wiped out the entries that told the NavMeshes what doors were where. Thus, NPCs couldn't figure out how to get in these rooms or how to get out of them. Now fixed, thankfully. If you were having problems with Jeannie May not leaving the hotel, this should fix the issue.
- v8.3
- - Removed the overhaul to the Dino Dee-lite Motel Lobby entirely for the time being, as the NavMesh issues were still cropping up for some people, and Jeannie Mae had a talent for showing up in the "old" version of the room. The rest of the overhauls can stay as they aren't done to rooms that people enter and leave, though I'm going to do my best to ensure NavMesh issues are fixed there for mods which use these rooms.
- - Fixed a problem some people were having with the Booted quest, specifically in getting the captured Powder Gangers to leave once you'd freed them. Not sure what the specific cause was, but there are several options and I tried to fix all of them.
- - Received not one but two German translations from AltDunmer (via chasing) and WhiteDragonD. Consequently, 8.3 is now available in German. ^_^
- - Per a bug report by gameboytj, I discovered that a number of Night Stalkers were set to drop Dog Meat and Dog Hides on death, rather than the correct items. They were also using the Dog Combat Style, rather than the Night Stalker one, and were members of the Dog faction. He also pointed out that Thorn-specific Cazadors, Mantises, and Fire Geckos were not dropping items on death, which led me to find Cazadors that dropped Bloatfly items (and were in the Bloatfly faction), Fire Geckos who dropped normal Gecko items and were in a variety of wrong factions (they made Mole Rat sounds on hit), and Mantises which were missing factions and death items.
- - Added the unused African American variants of the various Zion Canyon tribes to the races covered by the Sneering Imperialist perk. While they are unused, some modders might make use of them without realizing that the perk doesn't cover them. Per a suggestion by CrystalKing52.
- - Replaced one leftover instance of a static (can't be picked up) combat knife with the real thing in Zion Canyon. Not sure why why the static was placed instead of the actual item. Per a suggestion by CrystalKing52.
- - Also fixed another issue with the LAER's EMP effect that would prevent Rex from showing the special visuals if hit with it. Per a suggestion by CrystalKing52.
- - Stopped Carrie Boyd from being stuck in an infinite dialog loop if you help Silus escape from Camp McCarran. There was a more nuanced fix sent to me by ghostnull, but I realized it would be a lot more clean to just flag the looping response in question as "Say Once", since it should only ever be said the one time.
- - Corrected some bad references in the French version of YUP. I'm discovering that the English version of the game has different FormIDs for certain items compared to other language versions. So far its affected some AI packages and scripts, including the reputation-based faction assassins.
- - Removed a bit of fallback code from the Gomorrah exit door which could wind up giving you the items held by your companions. The code is wholly unnecessary and shouldn't have been there to begin with. No idea why the Obsidian guys put it there.
- - Took out a few unneeded Returns from the script that puts cards into your card deck when you pick them up. As explained in another bug, Returns have a habit of making all code below them not do anything, even if according to script logic it should.
- - Added the fixes for Gun Runners' Arsenal to the French Individual ESM version. I'd accidentally not included it due to a naming issue on my part. Oopsie. Sorry.
- - Added in yet another batch of MM x.93 content verified by sandbox6, this time much of it dealing with the DLCs. Again, many many thanks to sandbox6 for going through MM and separating the wheat from the chaff, as it were.
- - Added in some German-specific corrections from WhiteDragonD, mostly concerning ammo names and the like. I'll take his word on the corrections since I speak German about as well as I perform brain surgery. With a pipe wrench. While drunk.
- v7
- - Fixed some issues with Merchants introduced by v6. Turns out the GECK doesn't keep track of variables in dialog scripts sometimes and marks end scripts as having an incorrect number of variables, meaning the scripts for certain merchants that invoke the "ShowBarterMenu" command weren't running.
- - Also fixed an issue with Trudy's dialog that was preventing her "positive Goodsprings rep" dialog from appearing.
- - Found an alternative fix for Neil's assistance dialog, NeilBugFix by Hamish Milne, to take the place of the fix created by Madae. Turns out Madae was banned from the Nexus back in 2010, so obtaining permission to use that fix is impossible. Many thanks to TheWealthyAardvark for finding out about Madae's ban and pointing me towards an alternative fix.
- - Integrated Mogmomra's excellent El Rey Motel Overhaul, which fixes the inconsistencies between the interior and exterior of the rooms at the El Rey Motel. A lot of this required literally duplicating and mirroring the rooms in the El Rey, so many many thanks go to Mogmomra for putting in the required, significant effort.
- - More fixes for merchants, this time to do with dialog response ordering. It turns out that if the Previous INFO (PNAM) field is blank the game will load dialog entries based on the load order of the ESP/ESM, rather than their FormID as one would expect. I've restored the PNAM fields for all edited dialog options.
- - Fixed a bug with Doctor Usanagi where she wouldn't heal you after paying her. I had a few theories why this was, but ultimately I'm not sure what causes her to not initiate the proper "heal" sequence like other Doctors. I've at least ensured that you will get healed by her, though the "black out" sequence may be a bit inconsistent at times.
- - Modified Sarah Weintraub's lingerie fix to have an additional check that prevents her from wearing lingerie once she leaves the bedroom. If she somehow manages to, exiting the store and re-entering will fix her inventory.
- - Asked for and obtained permission from Nexus user Fallout10mm to use their Certified Tech Fix mod. Muchos gracias. I also tweaked it to affect non-robot critters who are in the Robot faction, which at this point boils down to the Big MT's Cyberdogs.
- - Added a variety of fixes suggested by mr01 as outlined in this post: https://forums.nexusmods.com/index.php?/topic/1077504-yukichigai-unofficial-patch-yup/page-60#entry9562204
- - Added corrected meshes for the Bumper Sword, Blade of the East, Blade of the West, and Lily's Vertibird Sword. Corrected meshes come from Lopham.
- - Fixed the broken computer terminal in the Goodsprings Schoolhouse so that it doesn't blatatnly fade in when/if you lockpick the safe rather than hacking the computer terminal.
- - Altered Sergeant McGee's on death script so that it no longer notifies you that he's dead after you have completed the Primm Deputy quest. Also marked him as capable of Low Level Processing, which was preventing him from fast-traveling to Camp Forlorn Hope with the rest of his squad.
- - Modified Oscar Velasco and Jerry the Punk so that they both have travel packages that take them to Red Rock Canyon and Old Mormon Fort, respectively, to compliment the sandbox packages which were doing the same thing. This allows them to fast-travel when out of view of the player, rather than get eaten by things along the way.
- - Threw in a fix for an ancient but still rarely seen bug with Caleb McCaffery where killing him and decapitating him would cause the strip to be un-enterable unless you were wearing an Old Cowboy Hat. This had to do with both he and his hat being marked as quest items, which coupled with the way the engine duplicates items worn by NPCs when they are dismembered made things a little wonky. Caleb will now wear a "fake" version of his hat which is not obtainable by the player, while the real version will lurk in his inventory. Taking the real one from him will remove the fake hat, and also will unmark Caleb as a quest item. Hopefully this will fix the crash issue.
- - Fixed a bug with Jack's dialog in Red Rock Canyon. He was supposed to offer the player a discount after attaining a certain reputation with the Khans, but due to bad condition checks he never did.
- - Found out that some of OniKeaton's fixes to the NCR Sharecropper Greenhouses as well as my own Nipton Fixes had somehow not been included in YUP. Not sure how that happened; I'm going to guess an unexpected FNVEdit crash during a long merging session. Now fixed.
- - Created a new fix for harvestable plants to prevent them from not regrowing in certain heavily trafficked areas, as the old scripts relied on standard cell reset to make plants regrow. The new plant scripts now mark the day on which they should regrow when the player harvests them. Whenever the plant's 3D data is reloaded it checks to see if that day has passed. If so, the plant regrows. This should fix a number of "stubborn" plants, particularly the ones in the Sink in Old World Blues.
- - Altered the XP rewards for healing the injured troopers at Camp Forlorn Hope to match up with the skill required, instead of granting the same XP for each heal. The "use items instead" option has also been adjusted to reward 10XP less than the "use skill" option.
- - Removed the standing water in the Sealed Sewers, since the act of opening the door to enter would allow the water to escape.
- - Replaced the five out of place "Donation Box" boxes in Sloan with generic metal crates.
- - Fixed a bug with Contreras' dialog which prevented players from completing the unmarked quest if they'd gotten Keller to make a deal with Contreras. In particular, this stopped players from being able to receive This Machine as a reward.
- - Integrated a variety of fixes from Lopham: fixes Rebound to use its own withdrawal effect, adds the missing gloves to the OWB Hazmat Suit, gives the Desert Ranger Combat Armor a weight, prevents the Chinese Stealth Armor from being worn with hats/headwear, removes the OWB Skill Book crafting recipes from the crafting list once you have made them, fixes a bunch of missing sounds for various weapons, marks several grenades as grenades rather than mines, and fixes the Beam Splitter effect for the Laser Rifle.
- - Changed the Chinese Stealth Armor so that the left glove is not replaced with the Pip-Boy glove. The armor record was missing the "has a left glove" flag, along with various other flags.
- - Fixed an error from including another bugfix that lowered the damage stats on Lily's Assault Carbine and Arcade's Ripper.
- - Marked the three Loneseome Road Riot Helmet variants as occupying the Hat, Headband, and Eye Glasses slots so those items can't be worn. Suggested by mr01.
- - Also changed the Shoulder Mounted Machine Gun so that it can crit; critical hit multiplier was erroneously set to 0, despite critical hit damage being non-zero. Also suggested by mr01.
- - Changed the way the Garrets' inventory has Jacob Hoff's drinks added to it if you make a deal between the Garrets and the Followers. Before it was only adding it when you asked James how business was and he talked about Hoff, and the addition was temporary. Now the addition is permanent and is done when you make the deal between Garret and the Followers in the first place.
- - Solved some issues with the Faction-based Assassination Attempt quest. If you got too far away from the NCR Rangers or Legionary Assassins before they could reach you, the quest would essentially break forever, meaning no more assassination attempts. I've made sure that once the quest triggers an assassination attempt, it resets itself after three days. I've also added some scripting to the Rangers/Assassins that makes sure the leaders don't show up completely alone.
- - Fixed some weird ownership issues pointed out by OniKeaton. Specifically, Ranger Andy owning some items in Cliff Briscoe's room, Miguel owning a toolbox in the Goodsprings General Store, and Ranger Andy (again) owning some surgical tubing in random houses in Nelson.
- - Got permission from The Texan to use his updated version of the Bumper Sword mesh. It's mostly redundant given that I've gotten a corrected mesh from Lopham as well, but regardless The Texan put in the effort - put it in first, I should stress that - and deserves credit for doing so.
- v7.1
- - Included the correct ESM with the resource packages. Ooops.
- v7.2
- - Corrected a truncated record from the OWB Hazmat Suit Fix that was causing Wyre Bash and Wyre Flash to freak out when loading YUP. The record loaded fine in the game, but Wyre expected a section of it to be 8 bytes in length when it was only 5.
- - Added a condition to Oscar Velasco's initial "dialog with player" package to prevent him from running across the map at the start of the game. This wasn't a problem before because he was marked as "No Low Level Processing", meaning he wouldn't do anything unless his 3d data was loaded. The new condition ensures he will only run towards you to initiate dialog if he actually sees you.
- v6
- - Updated the "Harland Faction Fix", which has now been turned into a more general "REPCONN Fixes" patch. Briefly, it now fixes various additional issues with Harland (like how he wanders around without a Space Suit during Jason Bright's speech), adds Chris Haversam to the Novac faction so that you can't kill him in front of the townsfolk without reaction, stops Chris from disappearing from the basement lab, disables the "Ride of the Valkyries" loudspeakers in and around the REPCONN facility once the music has stopped so there's no static playing throughout the interior, removes the Quest Item status on the Thrust Control Modules, Isotope-239 Ignigting Agent, and Rocket Souvenirs once Come Fly With Me is completed, and stops Davison from freaking out so easily over Antler being "touched".
- - Changed the name of one of the two different versions of the Butter Knife to "Metal Butter Knife" to avoid inventory confusion.
- - Added in MadCat221's Jack and Diane fix after getting permission to do so, with some slight modifications to ensure it works for people who run it after already completing part or all of the "teach Jack recipes" portion. The fix will only kick in for people who have already completed part of that portion once they have taught Jack all of the recipes he can learn. People who install YUP before teaching Jack any recipes will get the full benefit of the fix right away.
- - Obtained permissions for more fixes: Andi's fix for the Female Enclave Officer outfit, Stygs's fix for Arcade Gannon's rehire dialog option, and sannanasi's iron sight and mesh fixes for This Machine. Many thanks.
- - Removed a weird spawn from the Yangtze Memorial... or more accurately, one under it. This spawn was apparently supposed to be a random-chance spawn for a Radscorpion, but was ultimately removed, likely for balance reasons. The problem is that the devs didn't remove it, they just placed the damn thing under the map without disabling it. Technically the game could be spawning a creature underneath the map any time you visit Yangtze, which is definitely not a good thing.
- - Tweaked a little bit of the Vault 3 fixes so that the Wild Wasteland sound is played when Motor Runner's dogs are renamed. Previously it was just showing the icon and not playing the sound. My bad.
- - Altered Rex's companion quest so that it is set up to account for rare situations where you somehow obtain more than one copy of each brain. Doctor Henry's dialog will now be available in the situation where you have two of the same brain, and upon completion of Nothin' But a Hound Dog the game will remove as many copies of each brain as you have, not just one. It also marks them as no longer being quest items, just in case you happen to come across them later somehow.
- - Fixed a rare issue where the Legion Explorers at Cottonwood Cove could repeatedly try to run to you to say their initial "welcome to Cottonwood Cove" dialog, only to fail since they've already said it.
- - Looked into an issue with Evolved Centaurs pointed out by thebombsauce, where taking out an Evolved Centaur's head would leave a transparent texture with nothing underneath. While I was there, I noticed that Evolved Centaurs lack a custom Body Part and Ragdoll data definition, despite using a different base physics skeleton. I went ahead and fixed that too.
- - Fixed a problem with the Legion Explorers in Nelson, also pointed out by thebombsauce, where trying to talk to them would zoom your screen for a second, then zoom back without any dialog being spoken. I've also added a default "<says nothing>" response that will fix this problem for any other NPCs who exhibit the same behavior, even NPCs added by mods.
- - Did a bit of tweaking to the equipment return scripts for Weapons Free areas. The scripts will now detect if your companion has changed between when you went into the casino/etc. and when you left, including if they have died. Before the game would just give your items to the corpse of your dead companion, or the companion who angrily quit and is now on her way to leaving the Mojave forever. The fixes I had in place also weren't working for the Gomorrah casino, as well as the Ultra-Luxe if you didn't pick the Holdout option.
- - Adjusted the Voracious Reader perk from Lonesome Road so that you aren't buried in message spam whenever you loot a large amount of books at once. The perk now holds off on issuing any messages until you haven't picked up a qualifying book item for a few seconds. Then it does the conversion as normal, but without telling you about every step. Instead the player gets a simple summary of the form "Converted X damaged books into blank magazines."
- - Removed the Broad Machete from the Improved Holdout Weapon list, since standard Machetes are not on that list.
- - Fixed the value on 40mm Grenades, which YUP was overwriting to 5 instead of the default of 12. Also corrected the abbreviation of 40mm Grenades to "40mmG" instead of just "40mm Grenade", which isn't an abbreviation at all.
- - Added a check on Cass's Calm Heart perk that ensures she cannot have it and Hand of Vengeance at the same time. Also modified Calm Heart so that if it is removed while she is at 50 health or below it won't kill her.
- - Yet still even MORE fixes from OniKeaton: some issues with random NCR dialog relating to Contreras and Sergeant Morales's corpse not changing depending on Contreras being dead/jailed and the corpse recovered respectively, some ownership issues inside McCarran, placement issues with items inside McCarran, and the fact that Saint James in Freeside doesn't have a key to his own room.
- - While I was at it, I added checks to other bits of McCarran dialog relating to specific NPCs to stop them from being said if said NPC (e.g. Carrie Boyd, Doctor Kemp, Colonel Hsu, Farber) is dead.
- - Modified the Loose Cannon perk to simply affect all weapons that use the "thrown weapon" animation type, rather than relying on a list that many mods (and the Dead Money DLC) seem to overlook.
- - Updated my Dead Money Equipment Fixes mod and integrated the fixes into YUP. The update exclusively deals with adding Dead Money items to various internal lists, like the one that tells Rex what a hat is so he can growl at you if you're wearing one.
- - Added the overlooked Four Eyes Fix by Mitia, another bug fix so old it pre-dates the "Bug Fixes" category. Old school rep-re-SENT! I also added Biker Goggles to the list of items that Four Eyes works for.
- - Removed a needless check from the SuperSlam perk which was having it validate weapons against a Form List, despite the "GetWeaponAnimType" check it was doing already confining it to Melee and Unarmed attacks.
- - The Professional is now confined to boosting Sneak Attack Criticals, rather than all critical hits. Apologies for the reduction in utility.
- - Fixed Friend Of The Night so that its interior night vision enhancement isn't dependent on time of day, and so that its effects will be automatically turned off and removed if you are in the endgame cell, in a DLC slideshow, or have removed the perk.
- - Prevented the Living Anatomy perk from showing an erroneous +5% damage while viewing weapons in the Pip-Boy.
- - Altered Slayer so that it affects your attack speed when you are completely unarmed, i.e. fists only.
- - Altered Beautiful Beatdown so that it affects your AP cost when completely unarmed.
- - Fixed the Demise of the Machines challenge so that you can actually get rank 3 of the Machine Head perk.
- - Fixed an issue with Doctor Usanagi's dialog which could prevent you from obtaining the Intelligence implant if you didn't take it the very first time you asked for it.
- - The Marked perk now correctly states it raises Damage Threshold, not Damage Resistance.
- - Completing Lonesome Road will not get you stuck in the "Add SPECIAL Points" menu if your stats are all at 10 already.
- - More fixes pointed out by sandbox6, who officially gets their own section in the readme now. This batch of fixes is mostly placement and clipping fixes. Details in their brand new section.
- - Per a suggestion from Mogomra, I have altered the doors to the various Safehouses so that creatures and hostile enemies cannot follow you into the Safehouse. The doors will only work for the player, not-in-combat humans/non-feral ghouls, and active companions.
- - A few more fixes by OniKeaton, this time some placement fixes in the Cap Counterfeiter's Shack and ownership fixes at Bitter Springs and the Novac Gift Shop.
- - Added the mesh fix for the rock crusher at the Sloan Quarry Junction from 26_fixes. I was misinterpreting what the fix handled earlier; it definitely is needed.
- - Added in portions of the Casino Suits Fix by zedas, which ensures the Chairmen and Omertas wear Dark and Light suits respectively. I also added some extra code to the Chairmen to ensure they are wearing Dark suits, even if the game has previously given them Light ones.
- - Found the source of the CTDs people experienced in previous versions of YUP with Brooks Tumbleweed Ranch, Nelson Barracks, Nelson House, and the Sunken Beach Houses. Turns out the default value for water level is -2147483648, which is fine for the base game (it ignores the value) but not good for an ESM that overwrites it. As such the listed fixes have been restored.
- - Updated OniKeaton's Dialog Fixes. Lots of checking of text errors and whatnot.
- - Added some code to the "Come Fly With Me" quest so that when/if the Bright Brotherhood jets off for space the top level of the Rocket Lab is no longer marked as theirs (and, correspondingly, the items inside it). The same code also unmarks a few quest-related things as quest items upon completion, particularly the Rocket Souvenirs.
- - Altered Vault 19's ending slide so that it will play the "Samuel Cooke is dead" slide instead of the "Cooke's raids continue" slide if you blew up the vault and the caves with the Microcline rock, since that kills everyone. Also added code so that objectives (like "Return to Lem") don't point you through the Sulfur Caves if you blow them up, and some more code so that the Microcline Rock isn't available at all once you complete "Why Can't We Be Friends?"
- - Obtained permission from PyroJesus for his Ranger Grey Hat clipping fix. Very cordial and gracious permission, I might add. Splendid, indeed!
- - Fixed a problem with the Sex Sounds Fix. Apparently I had the folder structure wrong for the sound files. Whoops.
- - Made some dialog changes pointed out by sandbox6, like "ordnance" (meaning munitions) instead of "ordinance" (meaning law). Also removed a few changes from OniKeaton's Dialog Fixes that were "ambiguous", since every dialog change means another line someone has to translate to every other language.
- - Discovered that Ike, the bartender in Boulder City, shares inventory with Trudy. He now has his own separate inventory.
- - Found a bug in Etienne's dialog that prevented one of his random greetings from playing.
- - Stopped Michelle and Samuel Kerr from eating their own wares before they could sell them to you.
- - Per a suggestion from bjornl, I've added code to every named merchant's Barter dialog to ensure that they don't have more than 30,000 caps before you start trading with them. The reason for this is that a merchant having more than 32,767 caps makes the game get weird about doing transactions, specifically in that it won't give the player any caps.
- - Marked Contreras's vendor container as a Quest Item so that it will reliably restock every 3 days.
- - Found a few more badly ordered and badly flagged bits of greeting dialog for random NPCs around the 188 that caused it to never be heard.
- - Added a fix for the Red Sector Doors and Blue Sector Doors in Vault 19 that makes sure they stay open for any Companions who are following you.
- v5
- - Discovered another overlooked bug fix pointed out by VWgolfR1, this time to GRA shotgun shells, which I am running down permissions on as we speak. The same person also pointed me to a not-quite-fix for some of Vulpes Inculta's dialog in Nipton, which in turn led me to discover some bad dialog structuring for both him and his stand-in Gabban that could prevent certain dialog options from showing up.
- - miguick pointed out that ESMs lack the ONAM entries that help identify overridden records unless you manually generate them with FNVEdit. These aren't necessary in Fallout: New Vegas as far as anyone can tell, but I've made sure to generate them for every release from now on, just to be on the safe side.
- - Fixed an issue similar to the 1st Recon dialog issue, pointed out by Belanos. This fix stops Primm residents from saying the "Primm has a new sheriff" line and variants, which sounds weird coming from their mouths.
- - Found a bug with the Gabe's Bark Knockdown Fix in the Base Game + All DLC version. I'd forgotten to override the corresponding Base Effect, so the fix wasn't going through. Oops. Also renamed the new script so that it doesn't generate script errors
- - Removed the faction change at the Brooks Tumbleweed Ranch, as it was causing CTDs for some users.
- - Related, removed the "public place" flag on the Nelson Barracks, since users were also having CTDs there.
- - Added some more conditions to ensure that some test dialog for Cass does not get played, using a suggestion from miguick. A note to any PS3 users from the far, far future where you can mod the PS3 version of New Vegas: you may see the dialog since one of the impossible conditions it checks against (to disable the dialog) is "IsPS3".
- - Added several more fixes pointed out by OniKeaton. Full details in his section of the credits.
- - Implemented a better way to check for the player being at maximum level, mostly useful for the "Here and Now" perk.
- - Corrected the text of a dialog response from Thomas Hildern, which contained an erroneous "of" ("a few of precious drops of water"). Pointed out by Nexus user sandbox6.
- - Implemented my own version of the Gauss Rifle Fix, reliant only on a single script rather than a series of object and actor effects. It is still vulnerable to being partially undone by mods which alter the Gauss Rifle or YCS/186, but the core portion of the fix - proper damage in VATS - will remain in most cases. The explosion is mostly unnecessary since it only applies force and has no knockdown chance.
- - Altered the way the Vendor Bulk Buy fix works slightly, as a few users were experiencing issues (getting one ammo instead of the full amount).
- - Corrected another weird thing pointed out by miguick which MIGHT cause Pulse grenades to deal double EMP damage. Also noticed that Pulse Mines don't list the bonus EMP damage they do.
- - A bunch of fixes for things pointed out by OniKeaton and sandbox6. Several of these were things fixed by jsawyer.esp.
- - Updated my Caesar's Favor + Caesar's Hire fix.
- - Added a second condition check for Raul's Old Vaquero perk which will also include any Guns-skill weapons which are covered by the Cowboy perk. Currently the Old Vaquero weapons list literally is just the Guns portion of the Cowboy weapons list, but certain mods (and un-patched Dead Money) have a habit of adding items to one list and not the other. This will provide a limited bit of error checking for those cases.
- - Changed ownership on some of the items in the Mojave Outpost Barracks so that Lacey will actually sell the items behind the counter as she's meant to, and so that NCR Troopers won't casually wander behind the bar and eat things. Also changed ownership on the whiskey-related items next to Cass so that they are hers.
- v4
- - Found a way to integrate fixes for all of the Pre-order Packs/Courier's Stash into the main ESP without requiring the Pre-order Packs to be present. Yes, this actually works in this case and ONLY this case due to the way the POPs work (they inject records into FalloutNV.esm, rather than using their own package's prefix).
- - Fixed an issue with the Stealth Suit MK II speed fix. I'd copied the modified speed perk to the Individual ESPs version but somehow didn't get it into the main version.
- - Took a look through the old Community Bugfix Compilation forum thread and picked out some fixes which I'd missed. I'm also looking at some others that will require permission from the original authors; fingers crossed that they're still on the Nexus.
- - Finally figured out a fix for the interaction between How Little We Know and For the Republic, Part 2, where if you didn't talk to Liza O'Malley before completing the quest you'd be screwed. Turns out some code was actually hiding some key objectives the "return to Moore" option was checking, so I gave that option another check that can't get screwed up.
- - Got permission to use the Vendor Bulk Buy Fixer, and adjusted it a little to account for situations where you pick up bulk ammo rather than buy it.
- - Fixed placement of the Rad-X and RadAway in the REPCONN Rocket facility, which had been screwed up by an FNVEdit-induced error when I was fixing ownership on said items.
- - Properly integrated the Ghost Town Gunfight fix. I had modified it so that you needed to kill four Powder Gangers to succeed in the fight, rather than just the one, but forgot to integrate the fix. Whoops.
- - Changed the only un-pickable barrel cactus in the game - located at the Mojave Outpost - into a pickable one. The cactus in question looked identical to the pickable versions, but was a static rather than an interactive object. Confusing and obviously unintended.
- - Corrected some inconsistencies in terminal entry dates in the H&H Tools Factory, as pointed out by OniKeaton.
- v3
- - Corrected a bug I introduced by fixing some of Cass's dialog which was apparently glitched that way on purpose, so as to prevent the dialog options from being displayed. I have switched them back to being disabled but in a less error-prone way.
- - Added two more fixes I'd overlooked: a fix for the Beard+Eyebrows issue and a fix for the incorrect display on RadAway if you have the Free Radical perk.
- - Started adding some portions of NVEC Reduce CTDs to YUP after hairylegs222 gave me permission in the YUP comments section (and thank you, by the way). I say portions because there are some things I've already fixed, and several things which I need to leave in to ensure compatibility with other mods (leftover Fallout 3 Factions, for example).
- - Fixed a few errors with my EMP effect corrections pointed out by miguick. Some of the effects weren't triggering properly depending on the faction alignment of the targetted NPC/creature, either visuals or damage.
- - Removed some unneeded code from the Dead Money capture sequence. It was literally checking some companion variables and then doing NOTHING.
- - Changed a bit of code in the Recharger Weapons fix which may have been contributing to crashes a few people experienced.
- v2
- - Added Nivea's dog eye fix after getting personal permission. Very many thanks.
- - Fixed an oversight in the AutoDoc fix for Lonesome Road. I'd accidentally removed Jet addiction removal.
- - Merged the fix for Dead Money's Demolition Charges into the Base Game + All DLC version. I'd somehow missed it. Oops.
- - Also merged in the fixes to the outfit return options, which I'd also forgotten to merge.
- - Untagged the Lobotomite Mask as taking up the Eyeglasses slot
- - Did a general consistency check between the Base Game + All DLC version and the Individual ESPs version of the fix. Cleaned up a few random inconsistencies not worth listing in detail (things like bounding box measurements and default water levels in worldspace areas where you never see water).
- - Found a problem with the Shotgun VATS critical damage fix (and some other effects) pointed out by user miguick. Apparently during the merge process the scripts for the fix effect came unlinked from the effects themselves, so the fix wasn't working. This also applied to the Fatigue Damage Fix and the fix for the Though You Died perk.
- - Also pointed out by miguick, I'd forgotten to properly blank the effects of the "Day Tripper" perk, since its effects are now handled in the chem items themselves.
- - Added onto the Chemist/Day Tripper fix so that it will also properly account for DLC-added chems like Sierra Madre Martinis and Rushing Water, and also included the overlooked Coyote Tobacco. For chems where health is restored (Rushing Water, Blood Shield) I did not alter the duration of the health effects.
- - Changed Antivenom's equip type from Stimpak to Food and gave it a miniscule weight (0.0001) so that Companions can use it automatically.
- - Added in a fix by miguick for a potential issue with Flash Bang grenades and weapon poison. Apparently the temporary effects aren't marked as "Recover" (wears off) unless Lonesome Road is installed, and certain mods may overwrite these tags, rendering the effects of Flash Bangs permanent, even against the player. The fix also corrects a problem with Flash Bangs which could apply Fatigue damage to Robots, something which is a big no-no. I modified the routine slightly so that it also will not apply fatigue damage to the player, which is a similar big no-no.
- - Updated the Recharger Weapons Ammo Fix per feedback from chaosislife. It now checks NPC MF Breeder ammo count every time the weapon is fired and ensures the NPC always has at least 3 ammo. It also checks to see if the NPC has more than 30 ammo, and reduces the amount of ammo if they do. This is done because a variety of bugs, including weight issues, can result from excessive amounts of regenerating ammo being in an NPC's inventory.
- - Added the Recharger Pistol and Recharger Rifle to the list of weapons affected by the Laser Commander perk.
- - Did a "check for errors" via FNVEdit and started fixing everything that came up as best I could. This is a LOT of fixes.
- v1
- - Initial release.
Add Comment
Please, Sign In to add comment