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TRANSLATORS:

- French/Francais: chasing (and his wife)

- 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 tresspass/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 they 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 -


http://www.nexusmods.com/newvegas/mods/40124/
Arizona Killer - Legion Engineer - Fix -
http://www.nexusmods.com/newvegas/mods/39516/
Bean Bag - Boxing Tape - Gloves - Fatigue Fix -
http://www.nexusmods.com/newvegas/mods/39422/
Brotherhood T-45d Armor Distribution Fix -
http://www.nexusmods.com/newvegas/mods/40798/
Caesar's Favor and Caesar's Hire Fix -
http://www.nexusmods.com/newvegas/mods/39162/
Camp Guardian - Private Halford fix -
http://www.nexusmods.com/newvegas/mods/37113/
Camp McCarran Fixes - http://www.nexusmods.com/newvegas/mods/38159/
Camp Searchlight - Radio Computer Parts fix -
http://www.nexusmods.com/newvegas/mods/36358/
Companion - Nuka-Cola Quartz - Victory Fix -
http://www.nexusmods.com/newvegas/mods/37041/
Companion Weapon - Casino Fix - Patch -
http://www.nexusmods.com/newvegas/mods/36563/
Dead Money - Caravan Card Fix - http://www.nexusmods.com/newvegas/mods/41210/
Dead Money - Equipment Fixes - http://www.nexusmods.com/newvegas/mods/40499/
Dead Money - God combat health and script fix -
http://www.nexusmods.com/newvegas/mods/49711/
Decanus Severus Arizona Scavenger Dogtag Turn-In Fix -
http://www.nexusmods.com/newvegas/mods/49886/
Dixon Weapon Fix - http://www.nexusmods.com/newvegas/mods/40276/
EMP Weapons fixes - http://www.nexusmods.com/newvegas/mods/51442/
Empty Scotch Bottle fix - http://www.nexusmods.com/newvegas/mods/37014/
Faction Armor Fixes - http://www.nexusmods.com/newvegas/mods/41307/
Food Fixes - http://www.nexusmods.com/newvegas/mods/39643/
Hard Luck Blues- Vault 34 Survivors - Horowitz Fix -
http://www.nexusmods.com/newvegas/mods/36952/
Hidden Valley - Knight Torres Inventory Fix -
http://www.nexusmods.com/newvegas/mods/40769/
Hit the Deck and Stonewall perk fix -
http://www.nexusmods.com/newvegas/mods/44738/
Honest Hearts - Grunt Perk compatibility fix -
http://www.nexusmods.com/newvegas/mods/44560/
Leveled Item List Corrections - http://www.nexusmods.com/newvegas/mods/41216/
Lucky 38 Companion - Wardobe - Container fix -
http://www.nexusmods.com/newvegas/mods/36623/
Mantis Foreleg - Inventory fix - http://www.nexusmods.com/newvegas/mods/38923/
Mantis Gauntlet - Sound and Animation fix -
http://www.nexusmods.com/newvegas/mods/38914/
Mick Special Weapon Inventory Fix - http://www.nexusmods.com/newvegas/mods/39845/
Miss Fortune - Companion Knockdown Fix -
http://www.nexusmods.com/newvegas/mods/37575/
Nipton Fixes - http://www.nexusmods.com/newvegas/mods/37483/
Neutral T-45d Power Armor fix - http://www.nexusmods.com/newvegas/mods/36347/
Old World Blues - Mojave Fixes - http://www.nexusmods.com/newvegas/mods/43949/
Plasma Weapons Ammo and Availability Fixes -
http://www.nexusmods.com/newvegas/mods/40436/
Pyromaniac Skill Requirement Fix - http://www.nexusmods.com/newvegas/mods/41227/
Ranger Andy - Raul companion quest fix (just in case) -
http://www.nexusmods.com/newvegas/mods/36357/
Recharger Weapons - NPC - Companion fix -
http://www.nexusmods.com/newvegas/mods/41008/
REPCONN Fixes - http://www.nexusmods.com/newvegas/mods/41114/
Santiago Dialog Fix - http://www.nexusmods.com/newvegas/mods/41173/
Sentry Bot Toy Fix - http://www.nexusmods.com/newvegas/mods/48891/
Sex Sounds Fix - http://www.nexusmods.com/newvegas/mods/50101/
Surplus Ammo Box - Case Box - Caravan Card fix -
http://www.nexusmods.com/newvegas/mods/36156/
Traveling Merchant Fix - http://www.nexusmods.com/newvegas/mods/37107/
Ultra-Luxe Fixes - http://www.nexusmods.com/newvegas/mods/37821/
Vault 3 fixes - http://www.nexusmods.com/newvegas/mods/39617
Weapons - 1st person textures - Fix -
http://www.nexusmods.com/newvegas/mods/39553/
Weapon Repair Kit Fix - http://www.nexusmods.com/newvegas/mods/40224/
Whiskey Rose - Irradiated Whiskey Fix -
http://www.nexusmods.com/newvegas/mods/37818/
YCS/186 First Person texture fix - http://www.nexusmods.com/newvegas/mods/41219/

-- FROM CYBERWEASEL89 --

Duplicate Item Name Fix - http://www.nexusmods.com/newvegas/mods/40452/


Emily Ortal Dialog Fix - http://www.nexusmods.com/newvegas/mods/44430/ -
Permission granted in description
NCR and Legion Helmets Name Fix - http://www.nexusmods.com/newvegas/mods/44279/ -
Permission granted in description
Sarah Weintraub Sexy Sleepwear Fix - http://www.nexusmods.com/newvegas/mods/44470/
- Permission granted in description
Stew and Trail Mix Fix (Stew fix only) -
http://www.nexusmods.com/newvegas/mods/40356/
Cut Keys Restoration and Name Fix (name changes only) -
http://www.nexusmods.com/newvegas/mods/46383/

-- FROM ONIKEATON --

Atomic Wrangler Fixes - http://www.nexusmods.com/newvegas/mods/40456/


Dialog Fixes - http://www.nexusmods.com/newvegas/mods/51834/
Decanus Severus - Disarm Mines Dialog Option Fix -
http://www.nexusmods.com/newvegas/mods/39513/
Mr House - Longevity Dialog Option Fix -
http://www.nexusmods.com/newvegas/mods/39517/
OWB Level Scaling Fix - http://www.nexusmods.com/newvegas/mods/53983 - Permission
granted via forum
Pacer Jet Fix - http://www.nexusmods.com/newvegas/mods/39840/
Beagle Name Fix - http://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 - http://www.nexusmods.com/newvegas/mods/39066/


Buried Mine Fix - http://www.nexusmods.com/newvegas/mods/44610/
Khan Rumor Fix - http://www.nexusmods.com/newvegas/mods/41968/
Ruby Nash Casserole Fix - http://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 him
either in PM or in the YUP comments thread. He's also pointed me towards fixes in
other mods. Many thanks to him for his 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 inmissing 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 - http://www.nexusmods.com/newvegas/mods/54701/


El Rey Motel Overhaul - http://www.nexusmods.com/newvegas/mods/52979/
Nipton Town Hall Door Fix - http://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) -


http://www.nexusmods.com/newvegas/mods/36191/
45 Auto - Box Case Fix by Dafi536 - http://www.nexusmods.com/newvegas/mods/41988/
45cal casing texture fix by archerarcher -
http://www.nexusmods.com/newvegas/mods/41512/ - Permission requirements in
description met
A Ghost Town Gunfight Side Quest Fix by Shantih (modified to 4 kills, not 1) -
http://www.nexusmods.com/newvegas/mods/45029/
Aba Daba Honeymoon dialogue loop fix by garamir -
http://www.nexusmods.com/newvegas/mods/38437/
AG Shell Casing Fixes 1-1 by ApocalypticGirl -
http://www.nexusmods.com/newvegas/mods/36322/
Andis-Female-Enclaveofficer-Fix by Andi_669 -
http://www.nexusmods.com/newvegas/mods/38074/ - Permission granted via PM; thank
you!
Anti-Material Rifle Fix by BeyondTom http://www.nexusmods.com/newvegas/mods/56515/
Arcade Distance Fix by MA-1025 - http://www.nexusmods.com/newvegas/mods/44302/
Arcade Gannon Rehire Bug Fix by Stygs -
http://www.nexusmods.com/newvegas/mods/38355/ - Permission granted via PM; thank
you!
Backwards Bumper Sword Fix by The Texan -
http://www.nexusmods.com/newvegas/mods/44991/ - Permission granted via PM; thank
you!
Black Mountain Rhonda Fix by Machienzo -
http://www.nexusmods.com/newvegas/mods/38699/ - Permissions recently changed ^_^
Boxcars Grim Reaper Greet Fix by dingdongdummy909 -
http://www.nexusmods.com/newvegas/mods/47244/
BugFixes06 by Frontsalat (placement fixes only) -
http://www.nexusmods.com/newvegas/mods/36774/
Caravan Card Corrections by Soukey - http://www.nexusmods.com/newvegas/mods/50723/
Casino Suit Fix by zedas (Chairmen/Omertas only) -
http://www.nexusmods.com/newvegas/mods/45410/
Cass Dialog Fix by TheNeglected - http://www.nexusmods.com/newvegas/mods/47809/
Cateye Nuka-Quartz Fix by RoyBatterian -
http://www.nexusmods.com/newvegas/mods/57683/
Certified Tech Fix by Fallout10mm - http://www.nexusmods.com/newvegas/mods/44191/
- Permission granted via PM; thank you!
Chemist and Chem Challenge Perk Fix by EvanBGood -
http://www.nexusmods.com/newvegas/mods/40491/
Combat Armor Reinforced Mk1 and 2 Fix by Lexx -
http://www.nexusmods.com/newvegas/mods/35173/
Craig Boone Warn Fix by RickerHK - http://www.nexusmods.com/newvegas/mods/38842/
Crimson Caravan Invoice Bug Fix by Silas -
http://www.nexusmods.com/newvegas/mods/36569/
Dead Money Deans Blackmail holo fix by delamer -
http://www.nexusmods.com/newvegas/mods/43294/
Dead Money Fireworks Fix by Weijiesen
http://www.nexusmods.com/newvegas/mods/61635/
Desperado Cowboy Hat backwards fix by TheNeglected -
http://www.nexusmods.com/newvegas/mods/47522/
Disguised Frumentarius Fix by Spybreak001 -
http://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 -
http://www.nexusmods.com/newvegas/mods/44393/
ED-E avoids traps by Volek - http://www.nexusmods.com/newvegas/mods/38886/
Elijahs Last Words Fix by Loub - http://www.nexusmods.com/newvegas/mods/44929/
Ending Fixes by Nsinger (Hanlon fix only) -
http://www.nexusmods.com/newvegas/mods/42224/
EVEs Plasma Caster 3rd Person Firing Fix by VWgolfR1 (base textures restored) -
http://www.nexusmods.com/newvegas/mods/51841/ - Special edit just for YUP; thank
you very, very much! ^_^
Fix - Well rested hardcore by Driffster -
http://www.nexusmods.com/newvegas/mods/37335/
Fix for Machine Head Perk Ranks by FR242 -
http://www.nexusmods.com/newvegas/mods/42035/
Fixed Leather and Ranger gloves by vometia -
http://www.nexusmods.com/newvegas/mods/37099/
Fixed Riot Gear Helmets by Peryite7 -
http://www.nexusmods.com/newvegas/mods/44208/
FNV - BeardEyebrowFix by GenGrimm - http://www.nexusmods.com/newvegas/mods/34730/
- Permission requirements in description met
Followers Aid NCR Fix by Lostami - http://www.nexusmods.com/newvegas/mods/38164
Followers Clinic donation fix by Squirm -
http://www.nexusmods.com/newvegas/mods/37808/
FOOK Ash Goo Pile Fix - Complete by Aznmike316 -
http://www.nexusmods.com/newvegas/mods/44710/
Four Eyes Perk fix by Mitia - http://www.nexusmods.com/newvegas/mods/36981/
Free Radical Perk Fix by VaultdwellerExile -
http://www.nexusmods.com/newvegas/mods/35074
Freeside Kings Gift Giving Fix by WuphonsReach -
http://www.nexusmods.com/newvegas/mods/36640
GRA - Shotgun Shell Fix by drakkar123 -
http://www.nexusmods.com/newvegas/mods/48164/
GRA Katana Sound Fix by slippyguy - http://www.nexusmods.com/newvegas/mods/44241/
Heave Ho - Euclid C-Finder fix by Explosivo666 -
http://www.nexusmods.com/newvegas/mods/35596/
Holorifle condition fix by Lanternless -
http://www.nexusmods.com/newvegas/mods/49447/ - Permission granted in description
Hunting Rifle Mesh Fixes by MadCat221 -
http://www.nexusmods.com/newvegas/mods/41945/ - Permission granted in description
I fought the law - Alarm fix by Jake Ryan -
http://www.nexusmods.com/newvegas/mods/41061/
In Shining Armor Perk Fix by Lopham -
http://www.nexusmods.com/newvegas/mods/44721/ - Permission granted via PM; thank
you!
Jack and Diane Fix by MadCat221 - http://www.nexusmods.com/newvegas/mods/42669/ -
Permission granted via PM; thank you!
Lucky 38 terminal bug fix by Oacid - http://www.nexusmods.com/newvegas/mods/48284/
Machete Fix by Arlekin - http://www.nexusmods.com/newvegas/mods/41043/
Melody Dialogue Fix by Ripple - http://www.nexusmods.com/newvegas/mods/37697/
Memphis Kid Oufit Fix by BeyondTom - http://www.nexusmods.com/newvegas/mods/55772/
- Permissions requirements met, also granted via PM; thank you!
Mission Mojave x93 by The Team Mystery (some portions) -
http://www.nexusmods.com/newvegas/download/102294 - Permission granted via PM;
thank you!
Mister Sandman Perk Fix by StayLight -
http://www.nexusmods.com/newvegas/mods/38385/
MrCuddlesFix by CuChullain - http://www.nexusmods.com/newvegas/mods/37668/
NVEC Reduce CTDs by hairylegs222 (some portions) -
http://www.nexusmods.com/newvegas/mods/44204/ - Permission granted in YUP comments;
thank you!
NeilBugFix by Hamish Milne - http://www.nexusmods.com/newvegas/mods/37606/
New Vegas Various Fixes - Honest Hearts by EDCrtehbest (some portions) -
http://www.nexusmods.com/newvegas/mods/42105/
Nivea Dog Eye Fix by Nivea - http://www.nexusmods.com/newvegas/mods/42029/ -
Permission granted in YUP comments; thank you!
OWB Sonic Emitter Projectile Fix by EssArrBee
http://www.nexusmods.com/newvegas/mods/57782/
Perk Fix - The Professional - http://www.nexusmods.com/newvegas/mods/35275/
Pipboy Fix by Silvie - http://www.nexusmods.com/newvegas/mods/50505/
Power Armor Pauldron Glitch Fix by trulypanda
http://www.nexusmods.com/newvegas/mods/62284
Primm Rumours Fix by Paul_NZ - http://www.nexusmods.com/newvegas/mods/36988/
Ranger armors and Riot Gear clipping weapons bug and posture fixed by
kotorisovanie http://www.nexusmods.com/newvegas/mods/61219/
Ranger Gray Hat Clipping Fix by PyroJesus -
http://www.nexusmods.com/newvegas/mods/39688/ - Permission granted via PM; thank
you!
Ravens UV map fix by Rowd http://www.nexusmods.com/newvegas/mods/62271
Ratslayer Fix by Leweh - http://www.nexusmods.com/newvegas/mods/41827/ -
Permission requirements in description met
Rebound AP Fix by Kotlecik - http://www.nexusmods.com/newvegas/mods/46427/
Rebound Withdrawal by Augmentation - http://www.nexusmods.com/newvegas/mods/40141/
Reinforced Leather Armour First-Person Clipping FIx by Leedsfuzz
http://www.nexusmods.com/newvegas/mods/51924/
Riot Shotgun Shell Casing Fix by HeroinZero -
http://www.nexusmods.com/newvegas/mods/37315/
Rifle Clipping Fix by DrunkGhoul - http://www.nexusmods.com/newvegas/mods/40150/
Service Rifle - Reflex Sight Mesh Fix by morcris96 -
http://www.nexusmods.com/newvegas/mods/38824/
Sil 22 smg grip fix by ANTOmobile - http://www.nexusmods.com/newvegas/mods/44117/
Sneak Sight and Overlay fixes by Censor -
http://www.nexusmods.com/newvegas/mods/55055/
Stealth Suit MK II Speed Fix by Daftcnut -
http://www.nexusmods.com/newvegas/mods/49849/
StillInTheDark-Holotapes dialog fix by Duinuogwuin -
http://www.nexusmods.com/newvegas/mods/39667/
Tesla Cannon Explosion Fix by GenaTrius
http://www.nexusmods.com/newvegas/mods/60655/
This Machine mesh and iron sight fix by san_nanasi -
http://www.nexusmods.com/newvegas/mods/44870/ - Permission granted via PM; thank
you!
Ulysses Bark Fix by MoBurma - http://www.nexusmods.com/newvegas/mods/47637/ -
Permissions granted in description
Unarmed Weapons Fix by DrunkGhoul - http://www.nexusmods.com/newvegas/mods/38269/
Vault 3 Door Fix by GTA44 - http://www.nexusmods.com/newvegas/mods/38694/
Vaultsuit 3 and 34 texturefix by Papapdopoulos -
http://www.nexusmods.com/newvegas/mods/44472/
Vendor Bulk Buy Fixer by MadCat221 - http://www.nexusmods.com/newvegas/mods/39632/
- Permission granted via PM; thank you!
We All Go Together - Camp Searchlight by Explosivo666 -
http://www.nexusmods.com/newvegas/mods/37841/
Weapon Animation Replacers by joefoxx082 (fixed rifle aim animation only) -
http://www.nexusmods.com/newvegas/mods/38527/
Wheel of Fortune quest fix by AIDS9001 -
http://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, Jalape�o
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 Brahimin - Marked Lady Jane's Brahimin 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 -
http://www.nexusmods.com/newvegas/mods/54701/ - Unable to integrate without NavMesh
issues
Reload Speed Game Start Fix by sergelac -
http://www.nexusmods.com/newvegas/mods/42836/ - Requires NVSE
Explosives Immunity Fix by Sigvaldr -
http://www.nexusmods.com/newvegas/mods/60496/ - Requires NVSE
Water Consumed Stat Fix by Asterra -
http://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:

10.9
- 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 VATS 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 appropiate 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.

10.8
- 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
http://www.nexusmods.com/newvegas/mods/62713/

10.7
- 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 http://www.nexusmods.com/newvegas/mods/62622/
- Powder Charge Fix http://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.
- Hand Loader Perk skill requirement lowered to 50 to match the skill level of the
majority of recipes for it.
- 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
http://www.nexusmods.com/newvegas/mods/62284
- Ravens UV map fix by Rowd http://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 pipboy. 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
http://www.nexusmods.com/newvegas/mods/60655/
- Anti-Material Rifle Fix by BeyondTom
http://www.nexusmods.com/newvegas/mods/56515/
- Dead Money Fireworks Fix by Weijiesen
http://www.nexusmods.com/newvegas/mods/61635/
- Reinforced Leather Armour First-Person Clipping FIx by Leedsfuzz
http://www.nexusmods.com/newvegas/mods/51924/
- Ranger armors and Riot Gear clipping weapons bug and posture fixed by
kotorisovanie http://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' Shiskebabs 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 Nightkins 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
http://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 he has 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 him.
- 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
Demolition Charges to the "Explodes Gas Traps On Hit" 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 the Flare Gun to the
Pyromaniac weapons list and The Professional weapons 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 Bethesda 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 lingere fix to have an additional check that prevents
her from wearing lingere 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:
http://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 corrrect 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 his own section in the
readme now. This batch of fixes is mostly placecment and clipping fixes. Details
in his 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.

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