**This list of corrections made to the game may contain spoilers.**
Full List of Corrections:
Last updated on: 08/14/2006
Hakunin no longer forgets he is mad at you if you continue to insult him hundreds of times.
If you find Vault 13 but don't enter it, Arroyo won't change, but
Hakunin's description and dialogue will! - this has been corrected
If you complete Hakunin's quest before getting the bonus training
from Cameron, you won't get the training. This has been corrected.
The Elder should no longer "forget" being mad at you.
Telling Nagor you won't find smoke would cause him to run into the
wilds and die, but the quest would never be set to failed (crossed out)
Telling Sajag about Whiskey Bob's still will now correctly display a gain of 100xp in the message window.
*You now lose money (50 or 100) if you chose to pay for learning about Geckos/the Great outdoors.
*Playing as a woman and talking with Slim now displays correct dialogue lines
*Various other corrections to the dialogue tree within the script.
*Convincing the Duntons that someone is watching them now correctly displays a gain of 250xp in the message window.
*You can now have the conversation about the bug parts
found in their hut in the grazing area. With high enough speech you can
even uncover how the Duntons are rustling the cattle and
scare the brothers into never doing it again. (A gain of 250 xp for
*He now gives you $65 when you convince him to pay you more. (He gave you $55 instead before)
*He now, as was intended, snubs you off if you have a negative town reputation.
Unlocked dialogue options for Maida Buckner during the Torr rescue quest. (prevented by bad scripting before)
Guard brahmin quest would never get crossed off if you decide to rustle the brahmin instead. (this has been corrected)
Obtaining the Fuel Cell Regulator now correctly displays a gain of 200xp in the message window.
Killing Torr or any of the brahmin will set the quest to failed and
cause the Duntons to run off. If you told Torr to run away and
then attack the brahmin, you would see a float over the
invisible Torr after combat ends. This no longer happens.
After scaring off the Duntons (thereby failing the rustle quest), you
can NO longer tell Torr to run away as well which would allow you
to get the quest to rescue Torr which should only be gotten
after a successful rustle quest. Several script flukes occurred
as the result of this but no longer after applying this
Fixed a dialogue bug in Maida's script (while talking about the Den)
that would cause the script to bypass a check concerning the
release of Sulik.
Maida has dialogue to activate the quest of rescuing Torr (just like Ardin), but the variable was never set.
If you use repair skill on the car in Klamath (the one with Fuel
Cell) for the first time, you would get "Error" in the message box.
Maida Buckner now says Redding is to the south east rather than south west.
The Dunton brothers no longer spawn spiked knuckles each time you enter combat.
If you had exactly $124 and asked for the bath that costs $125 in
Klamath, then the money check would pass and you would get the bath.
No money would be removed from you inventory, however.
Fixed crash with using the bulletin board during combat.
Fixed dialogue loop in Ardin's script which prevented Rescue Torr quest from getting crossed off.
Torr no longer thanks you for saving his Brahmin with red (angry) text. He now says it in the normal float color text.
Trappers in Trapper town no longer have all their float text in red. Their floats are now the default float color.
Killing the newly obtained brahmin by the Duntons, which were
obtained upon successfully rustling the brahmin from Torr, no
longer prematurely ends the game as if you had killed the brahmin
Tubby NOW tells you about Redding and mentions something about it - modified dialogue
Having sex with Joey will no longer cause him to disappear when you leave the map and return back to it.
You can now get different rewards ($500, $1000, or full $2000 +
stuff) from Fred depending on how much you let him initially keep. -
before only got best reward
*Killing Anna's ghost no longer triggers a bug that would remove various dialogue options to ask people about Vic.
*You now gain the correct amount of xp for burying Anna's bones (600 xp)
Major dialogue fixes when talking to Rebecca about the death(s) of Fred and Derek.
The orphans outside each store NO longer continue to accumulate items
after the death of the shopkeeper they deliver their stolen items to.
Fixed a bug in how your barter skill affects the amount Metzger pays for your companions.
The members of Tyler's gang should now attack you if you attack whoever's guarding the church door.
Fixed an error in One Tooth Billy's float dialogue.
Removed the tent roof tiles that were scattered on one of the Den slaver run maps.
You no longer call Cassidy "MacRae" when selling him to Metzger.
The game no longer says you've helped Lara's gang when you help Tyler's gang.
You now get the correct message and EXP for helping Lara's gang.
After you complete the "get 200 back from Fred" quest, the quest "Get
book from Derek" would show in pipboy even when you didn't ask
Becky for more work.
Sometimes a message would show up in the message window about trying
to access the brotherhood outside door even if you were nowhere
near it. This is no longer the case.
You can no longer enter the unfinished residential area of the Den.
Corrected issue with the door to Metzger's storage building that
would cause them to relock upon leaving the map. (they would be open,
but the caption would say there were securely locked)
Obtaining a bad reaction from Tubby would cause him to alter his
prices when you barter. The modifier was set incorrectly, however,
so instead of charging more, he would charge less.
*He now thanks you if you successfully heal his broken right leg.
*You no longer can keep getting the reward from a previous
quest by declining the next one and talking with him again.
Bar brawl quest:
*You can now end the bar brawl peacefully. - You MUST speak with BOTH of the miners to end it peacefully.
*A message is now correctly displayed in the message
window telling you that you "broke up the bar brawl." - did not do so
*Now if you talk with just one of the miners and for some
reason report back to Marion, things no longer get "messy" in the
*Sheriff no longer says that you jailed one of McGrew's
miners when you jailed one of Marge LeBarge's miners to stop the bar
Taking care of Widow Rooney and clearing out the mine now correctly appear in your PIPboy quest list.
A greeting message is now displayed when you first enter Redding.
Going down the well in Redding (not main map well) now takes you to the correct area.
Marge no longer says that Dan supports NCR.
If you finish the Widow Rooney quest by talking to the mayor, you
would miss out on the xp you should get by finishing the quest.
Music now plays while in the tunnels under Redding (typo prevented a music track from ever being called)
Music now plays on the underground entrance map to the Redding Mine
Killing all the molerats will no longer cause Jackpot Jane to remain stuck in "fight commentator" mode.
You can now get a town reputation greater than or less than neutral.
The Sheriff should recognize that you're a ranger even after you've completed his quests.
Arguing with the Sheriff about letting the "whore cutter" go will no
longer lead to dialogue that starts all of his quests over again.
Lou now has a dialogue option in her main speech tree to leave
dialogue. Before you had to ask her something before being able to
It is now possible to get all the town reps in Redding.
*Now malfunctions for stupid characters.
*Fixed various dialogue errors.
Medic Andrew (courtyard):
*Fixed numerous dialogue errors involving the combat armor implants.
*Phoenix implants now take only two days as that is how long he says they take.
You now get the XP for having both the account book AND the bishop
holodisk - before only got the disk xp if you had both in your inven.
You can no longer gain (or lose) infinite karma by commenting on Martin's singing in the Vault.
Barkus no longer initially says he will pay you $250 for Davin (was a typo and should read $200)
Gate guards of Vault City now correctly tell that Marcus is a mutant
and Lenny is a Ghoul - If you are a citizen AND if you are not one.
When talking with Dr. Troy in Vault city you no longer say you are poisoned when you are irradiated and vice versa.
Thomas Moore in Vault City no longer rants when he is not on the map anymore. (You would see text floating, but not Mr. Moore)
Fixed issue of Randal charging you more if you fooled him with your
fake citizenship papers. (I believe this is part of the same
issue when he would charge you more if you were a real
citizen, captain of the guard, etc)
The guards in the courtyard of Vault City now acknowledge your status
as Captain of the Guard (before they just called you a citizen).
Fixed a bug in Happy Harry's stock, where he still has a bunch of expensive items in his inventory after you end dialogue.
Fixed a bug that causes you to become trapped in Vault City's armoury if you try to break in as a servant.
Fixed a bug causes Valerie to just give you back a new cattle prod instead of an upgraded one if you ask her for a discount.
Fixed a bug that made it difficult to get Dr. Troy to ask you to bring him some jet after the v1.02 patch.
Fixed the bug in the Vault City Amenities Sub Officers that caused them to charge less if you weren't a citizen.
Randal's prices are now higher (since the person who programmed Vault
City wrote all of the barter modifiers so that they did the
exact opposite of what was intended).
Stark must now actually see Marcus or Lenny before making a fuss about bringing them into the city.
It's now possible to get the Autodoc Enhanced/Lowered Hitpoints II perks from the Autodoc in the Vault City courtyard.
Val will no longer do the conversation with Vic even if she is not present (at night)
Added case in McClure's script so that if you already repaired and
optimized the plant, you can still talk with him about the econ disk.
Guard in the house at the left of main gate now has the correct script attached.
Talking with Randal in Vault City after the first time will no longer cause him to reintroduce himself and call you "stranger"
Vault City's vault computer will only refer to Gordon being "right
about the plant information" if you talked with him about it.
Using the crowbar on the "stuck" doors should now work correctly.
Floating text no longer appears in Cassidy's bar in Vault City when the bar is closed and no one is supposed to be around.
Before it was impossible to steal from Charlie in Vault City. This is no longer the case.
*Salvatore no longer locks up when you click on him after
becoming a made man, nor if you decline a mission he gives.
*Salvatore no longer freaks out if you talk to him after
he just gave you a mission. He now says the correct message of "Go see
Bishop (Carlson quest)
*Now get $750 if you ask for $750 rather than luckily getting $1000
*It is now a bit harder to get the $1000 - before it was easier than the $740
*Can now get the $500 - before got nothing
*Changed a speech option that was marked as neutral but was really a bad one.
*No longer duplicate lines asking about his health
*When asking about his health, Westin's name no longer comes up
If you sell your NPCs to Big Jesus they now actually disappear
The comedian now correctly says the 2nd of the two new routines he
has after you beat the Enclave. This one occurs if you got
Angela Bishop pregnant. Before he would just explode and
never say the line. Now he correctly displays the line and then
blows up to the cheering of the audience. (I guess that is
what happens to you when you mock the daughter of the boss's you are
in...you get shot in the head! ;0)
All bugs (dialogue, crashes, etc) with T-Ray should be fixed. (Thanks to Seraph for the work he already did)
Fixed a glitch in how the car is handled in New Reno after you get it back from T-Ray.
Fixed a bug where if you would come to the Chop Shop on foot, your car would appear there.
Old Man McGee and his slot machine (Bishop casino) have been added
and are now perfect. His proto was on the map, but his script was
not assigned to him.
Mr. Bishop's safe should no longer cause crashing when trying to rig it with explosives.
Boxing names are now set properly for stupid characters.
You are now be able to find the map to the SAD from Sam Pritchard's map. (prevented before by bad scripting)
If you have a family quest active when you turn that family hostile,
the quest will be crossed out (set to failed) in your quest list.
If you manage to talk to your employer without him
attacking you may get some unexpected dialogue in this case. This has
After wiping out the raiders and speaking with Bishop he may say that
you had Skynet with you even if you don't have the robot.
He actually means Sulik since the variables are mixed
up. This has been corrected.
Discount modifier is no longer incorrectly applied with Renesco which allowed you to get all of his goods for $0
"When you've completed the secret transaction job Salvatore has given
to you, go talk to him with Intelligence 3 or less. When he asks
you to join their family, because you're dumb you can't
talk to him and the dialogue screen closes. You don't join the family,
you gain the job's xp, plus you can repeat this. Every time
you talk to him, it happens as if you have done the job again and you
get 1000 xp for free." This has been corrected.
If you didn't also perform quest 9 for Bishop you won't get to be a
Made Man if you ask for more work after this, but you will if you
pick the "pleasure doing business" line. This has been
corrected and you must (as was intended) complete every quest from
Bishop to become a mademan.
If you talk to Bishop after delivering the briefcase, without being a
Made Man or having an active quest, and he doesn't have any job
to give you, Bishop will accuse you of screwing up the Westin
assassination. This has been corrected.
Minor scripting fixes to Mason and how variables are handled.
You get the briefcase from Moore in Vault City to give to Mr. Bishop,
but if you kill Bishop, steal his files, and complete the
eliminate- the-raiders quest trail, this never gets crossed off
your action list for Vault City. (If you go back to Moore, he keeps
telling you to deliver it to Mr. Bishop. This has been corrected.
Corrected Llyod issues. (Let him go free, yet he attacks. When
you go down the grave, Lloyd will not run away above ground.) These
have been corrected.
NPCs NO longer disappear forever after sleeping with either/both of the bishop women and then returning downstairs. (JOY!)
You can no longer get infinite boxing rematches if you box for the first time after defeating the enclave.
Issue with variable being set regarding the stash in Golgotha told by Myron
You can no longer get an infinite amount of free jet from Jagged Jimmy J by exploiting a script error.
Corrected a bug where Myron's guards would be called into the room
but would just follow you around forever rather than attacking you.
Several bug fixes with Eldridge:
*He will no longer attack you if you ask him for upgrades after beating the Enclave.
*He no longer grossly overcharges you.
*He no longer upgrades your weapons for free when your barter skill is greater than 90%.
The New Reno bartenders now charge you LESS (instead of MORE) when you're a prizefighter or have beaten the Enclave.
Killing Myron or convincing him to leave will now lower the Mordinos' power instead of increasing it.
The hole in the wall of the Cat's Paw has been filled in so you can no longer run through it.
Fixed a bug that causes a what was meant to be a debug message appear
in the display when you pay Renesco money for the mine part.
Fixed the bug where Miss Kitty would always charge $703 for dramatic
requests, regardless of the many modifiers that lower her price.
You can now get the secret stash under the "Trash" cross in Golgotha
without knowing about the grenades hidden in a toilet in the
The street band now actually sings.
Wright's daughters no longer display error in the message box when you look at their description.
Back door to New Reno Arms now correctly displays a message when you use a skill (like lockpick) on it.
Myron is no longer equipped with Needler ammo when you first enter his combat options screen.
Fixes to Wright's and Bishop's safes.
The Masticator in New Reno no longer displays "error" when you look at his description.
The doors to New Reno Arms now have scripts attached to them.
You no longer have to sleep with Mrs. Bishop to lockpick her safe.
Drug dealers in New Reno now charge less rather than more when you
defeated the Enclave or are a made man, prize fighter, or pornstar.
The modifier was backwards.
Jules will no longer acknowledge your car if you left it on Commercial Row and go to Virgin Street on foot.
It is now possible to peacefully let Llyod go. Before both end options led to combat.
Boxing name, "Lightning" no longer has an addition space after it in all the float messages.
Getting knife training (as a male) from Lil Jesus in Reno no longer
increments the sex counter. This should only happen if you play
a female character and actually sleep with him, but for
some reason the same would occur if you were a male. (even though you
don't sleep with him)
Sierra Army Depot:
The terminal on the second floor of the Sierra Army Depot now correctly disables the force fields and shock plates.
Fixed a continuity error with a couple of the dates given by Skynet.
When you activate the alarm on level 1 of S.A.D., it will now
correctly activate the alarm and release the brain bots within the
adjacent secret room, instead of giving you a permanent
artificial RadAway addiction.
You can no longer turn off the alarm on level 2 of S.A.D. by both
attempting to disable it and hacking into the computer, thus giving
you the EXP for both.
You can no longer walk on top of the pot on level 3 containing a holodisk.
You can now correctly guess the password to disable the shock plates on level 2 of the S.A.D.
Fixed a bug in a terminal on level 2 that could potentially crash the game.
Cleaned up errors with the computer when constructing the brain bot (would display the status of the bot incorrectly)
Disabling the Robot repair terminal now displays a message saying you did.
Extracting a brain from Skynet should now return the specific brain that was installed.
Robots on Level 4 are now released from their enclosure when Skynet gets angry.
Killing (ok killing) or stopping Jack in the power plant now correctly displays a gain of 3000 xp in the message window.
Nording will now say he gives you $50 instead of $500 if you fail - (Caravan runs)
Merk now steals stuff from your car if you blow off the guy who can
guard your car. (Never fully implemented by the original designers)
Myron now disappears when you sell him to Merk
Fergus(NCR) no longer walks out of the building and disappears forever when you try and use any type of skill on him.
Before you could only do one cattle run offered by Duppo in NCR
(though he would say come back in a few months for another, nothing
would ever come of this.) This has been corrected and every
6 months he offers another run.
The guards that follow Merk should now always be present when he is on the map. Before, this was not always the case.
If you save while Merk is moving to his next destination, and then
reload, his script would freeze and you would be unable to speak
with him until you leave the map. This has been corrected.
Due to a dialogue bug, you could become a ranger without ever
completing the quest to free the slaves. This has been corrected.
Clicking on Hal during the caravan rides would cause the variables
used during the ride to reset thus preventing the caravan from
ever ending. This has been corrected as well as three minor
dialogue lines added so that Hal at least says something when you click
IN<4: You can get the Spy Holodisk from the computer and even tell
Tandi about it, but you can't report to Gunther and get the
reward because of the IN requirement.
* Added 3 lines of dialogue allowing you to get the deserved xp. (You were told to go get the money so you should)
All issues associated the fight with Lenny in Merk's basement
*ALL NPCs now remain hidden during the fight and reappear after the fight.
*Saving and reloading during the fight no longer causes the player to become stuck in the ring
*There was a pretty nasty bug that if you had multiple
slots filled with a same type of gun (ie different amounts of ammo in
each one) you would end up with more guns than you started. This
has been corrected.
Corrected a bug with Hubologist hard drive formatting. You could do
it an infinite number of times and gain an infinite amount of karma.
You can no longer get the mutagenic serum from Dr. Henry if you already did that quest before.
The stairway in Merk's basement has been fixed so it doesn't appear to be going through the wall.
The Stockman's Association sign is now in Duppo's shop.
The townsfolk will no longer display "Error" as floating text.
You can no longer have conversations with the sink at the entrance.
Issues with variables not being set for Doofus to watch you car.
NCR now has a entrance greeting message
You could continue to threaten Dr. Henry in NCR about getting his papers even after completing the quest
Using the mutant serum on Lenny during the fight no longer causes you to become stuck in the fighting ring.
Forcefield to Westin's farm now turns on and off correctly.
Dialogue screen should no longer keep popping up if teammates or other npcs try to access the door Duppo's store.
Geiger counter in the shelf behind the NCR guard in the house on the Bazar map is no longer turned on.
Asking Duppo about finding Carlson will no longer lead to the incorrect node hence to the incorrect response.
Completing the serum quest for Dr. Henry and talking to the robotic
dog, but not taking it with you would reset the quest allowing you
to redo it an infinite number of times. This is no
longer the case.
Having fixed the Vault 13 computer and then asking Westin for the
guard job (and getting accepted) directly after reporting Bishop is
dead is no longer possible.
You can now copy the vertibird plans by hacking into the Shi physics database yourself - can do this only once.
Bar on the Oil Tanker
*No longer closed 24/7
*Various dialogue error fixes
*Bartender now actually carries booze
*Bartender now restocks booze, etc every couple days
Badger will now actually turn the Hubologists hostile if you either
hurt a vagrant or him (He said he did but nothing happened)
Various fixes to the physics, chemistry, and biology terminals.
Vikki and Juan:
*Leaving the map during scripted sequence between Vikki
and Juan and then returning will no longer cause their script to freeze.
*Fixed dialogue error when talking about the "Hub's latest book"
*Should no longer be able to go through their scripted sequence multiple times.
Fixed a dialogue error with the Hubologist's main computer.
AHS-9 will no longer keep giving stupid characters xp for getting fuel.
*Acquiring of implants works perfectly.
*You no longer can get the regular implants after you get
the enhanced ones - thereby causing you to have BOTH regular and
You can now finish the spleen quest by assassinating Dr. Wong within
one day after his refusing to give you the spleen and then going
to Dr. Fung as usual. (This was prevented by a bug before)
Stupid characters can now get one training session for the Dragon/Lo Pan in SF - was prevented by bad scripting before.
Leaving the map before the scripted fight with Lopan and Dragon ends no longer causes Lopan to remain stuck inside the ring.
You can NO longer get double experience by taking advantage of a glitch with Badger and delivering fuel.
If Handy hacks the Shi computer for the fuel it would trigger
Badger's death sequence as if he was the one who did the hacking. This
is no longer the case.
If you deliver the armour to Jing in exchange for money or tanker
fuel, every time you talk to Crocket afterwards he would whine about
not getting any fuel even if you never promised him
anything. Variables were incorrectly being used here but has been
You can pay Crocket to upgrade multiple armours as long as you don't
leave dialogue, and lose money (assuming you pay, that is) and
one Power Armor each time, but naturally when he's done you
only get one back. This would be sort of the opposite of bug
exploitation though but has been corrected anyway.
All bugs associated with the ring fighting have been fixed. (i.e, no
more crashes, scripts wigging out, becoming stuck in the
ring, opponents becoming stuck, etc)
Matt (Brotherhood guy) no longer disappears right in front of you.
Replaying the BOS bunker video sequence with NPCs in your party would
cause them to appear inside the video thus complete mayhem
The Captain of the tanker will no longer say that your people are on
the oil rig if you weren't even aware that they were abducted..
Several holes in the walls in the Hubologists' base were filled in so you can no longer run through them.
Fixed a hole in one of the walls in the BOS base.
You can no longer use the chemistry workstations to get fuel for both the tanker and the Hubologists.
Your party members will now be hidden when you watch the tape of Horrigan killing Matt.
Fixed a bug where Chip would get mad at you for asking him for information when in reality you did no such thing.
Dr. Fung will no longer cause the game to freeze when you ask him for
stimpaks after he refuses to heal you because you don't have
the money to pay him.
You now have to actually mention Doc Holliday before Dr. Fung will put Chip's spleen back in for free.
Killing all the Hubologists now sets the "get fuel for them" quest to failed.
Should no longer be able to go through Vikki's & Juan's Hubologist initiation sequence multiple times.
Car no longer disappears when you go down the manhole in the secret entrance and then come back up.
Corrected one mine which could only be seen after already stepping on it.
The player will now stop when a pit trap is noticed. (just like what is done when a mine is spotted)
Base now has a button on the world map menu.
You are now able to get Goris to join your group after the Vault 13
massacre. - would keep leaving you saying the pack was in trouble.
Gruthar no longer turns hostile if you use any type of skill on him. Was setting the hostile variable for some reason.
You can now save the deathclaws by killing Dr. Schreber at Navarro,
preventing their slaughter. In addition, if you also fix
their computer, you will get the good ending for Vault 13
in the endgame sequence.
Joseph in Vault 13 will no longer double your radiation when you ask him to cure you.
Your party members will now be hidden when you watch the tape of Horrigan killing Gruthar.
Fixed potential crash occurring in Vault 13 after the death of Matt
No matter where you would enter the Vault 15 map (world map, elevator
entrance, underground), you always end up at the southern end of
the 1st map. This has been corrected.
Zeke is no longer pissed off when you come back to see him after being annexed by NCR.
The guard on level 3 with the H&K P90c now has the correct ammunition.
You can no longer have conversations with the sinks on level 2.
Vault 15 entrance map now has a greeting message upon first arriving.
The terminal in the entrance area to the Enclave can now be hacked if
you don't have the presidential pass key. Requires HIGH
You can no longer return to the Enclave after you beat the game and destroy it.
If you are a stupid character and talk with President Richardson he
would call the guards on you, but no one would come. This has
been corrected as well as a few other instances when guards
should have been called but never were.
Horrigan should no longer be able to shoot through doorway/doors during the final fight scene.
You can no longer tell Murray to disable the reactor, then do it yourself and get double xp.
The Elder can no longer run through the forcefield.
You can no longer get a "back to log on" option in the terminal if
you lack the prerequisites to get "log on" in the first place.
Sergeant Granite now displays the correct animation frames for holding the pulse rifle.
Navarro male sergeant is no longer using the female proto.
Talking to the gate guard as a dumb character would eventually make his talking head disappear. This is no longer the case.
Mines have been fixed so that they can actually be spotted. Before they would only be spotted after you stepped on them.
Gordon of Gecko is now PERFECT - you can now get everything out of Gordon that you should
The Brain's script is now PERFECT
Harold's script is now PERFECT
Entering an incorrect sequence into the robot command terminal would
cause the same affect as entering in the "wrong" command which
causes the meltdown. This has been corrected.
Talking with Lenny about the G.E.C.K would set a variable that is
also used by Harold thus preventing you from ever obtaining the
reward from him for fixing the powerplant. This has
been corrected and Lenny is now using a different variable.
Fixed a bug that made Skeeter upgrade your weapons for free if your barter skill is greater than 90%.
Fixed some bugs in Gecko Power Plant Desk Guard's dialogue:
*A loop where you can't end dialogue.
*An instance where you say you want to ask about something else twice in a row.
Your car no longer disappears when you go directly to the junkyard from the world map.
Harold no longer starts talking about skin when you ask him why he called you Vault Dweller.
The Brain's dialogue now correctly changes after fixing the Reactor.
Unlocked dialogue with the Brain if you stole a talisman rather than being given one.
Added Econ disk quest to pipboy
Filled in missing dialogue in Wooz's script
After you give Cheesy Poofs to Brain, no longer starts to talk about
Hydro Magneto Regulator, even if the power plant is already fixed.
You can no longer get three plasma transformers from Jeremy in Gecko.
Hank in Gecko powerplant would think you are carrying the reactor
part if you were in fact carrying a crowbar. This is no longer the case.
When you take the watch to either Cornelius or Farrel you now NO
LONGER can do the quest again when talking with Cornelius. (If you had
a million of these watches you could actually redo
this quest a million times and get millions of xp from Cornelius.)
Fixed all the stuff with Miria and Davin. You should now have no problems sleeping with either of them.
Bess no longer disappears forever when you go down the Shitter or
Well. (Still not a 100% perfect, but at least she is no longer
Laddie now leaves your party when you become an enemy of Modoc.
If Grisham is killed during the battle with the Slags, he will no longer reappear back in Modoc.
ALL crashes (infinite fadeouts) have been fixed for the Grisham
family. (if you lock the door to the room though, there are issues
of Grisham's script crapping out. Also, if Jo AND
Grisham are killed, Bo never appears at the wedding, but the wedding
still goes on.)
Fixed glitch where when if you have one of the Grisham kids in your
party and you save on the Modoc main street map and then reload
the game, they would appear back in their house rather than
beside you (thereby causing them to run back to wherever you may be on
Jo now places Gecko on your map after he tells you the location of it.
Grisham - It appeared that if you saved every Brahmin, you would
never see the message that you saved the brahmin, get the 250xp point
for it, or an increase of 2 rep points in the town. This
has all been corrected now.
Fixed a bug that caused Grisham to keep asking for $1500 to
compensate for his brahmin, regardless of whether you've already paid
Fixed a bug that caused your followers to stop following you around
town if you successfully convince Grisham that you were just
giving Miria or Davin a physical when he catches you having
sex with them.
Disappearing/Shifting door bug in Modoc
Safe in farrel's house can now be opened if he is dead and but his body is still visible
The guards outside the Ghost Farm will now ALWAYS force dialogue with you.
Fixed a bug that prevented you from telling Balthas about finding Jonny if you brought Laddie to Jonny at the Ghost Farm.
Before, Goris was the only one who can highlight this on your world
map even though Chris in Navarro and Jimmy in Vault 13 both tell
you the location of it. Now all three place it on you
Melchior the Magnificent's text lines no longer fly across the screen thereby making them unreadable.
Fixed an infinite money bug in Broken Hills, where the Refinery
Supervisor would keep giving you money to let him keep the refined
Patched a hole in one of the houses in Broken Hills.
Fixed a bug that caused you to become stuck in dialogue mode with Liz.
Doc Holiday will no longer take money from stupid players without healing them.
Chuck Stodgers will no longer freeze and stop responding/moving if his path is blocked when he is running away.
Brian and Liz now move to their sleeping areas when it is night (prevented before by bad scripting)
Fixed infinite karma bug when talking with Eric in Broken Hills (due
to variable being reset after being rejected by powerplant dude)
You can no longer barter with the jail guard thus "buying" the cell key for $1.
Telling Marcus about the missing people will no longer cause him to
send the conspirators to jail as if you completed the other quest.
The jail guard will no longer complain about the escaped convicts
being missing if you double cross them and send them back to jail.
K-9's armor definition is no longer bugged where it would lose its innate AC bonus after it levels up.
Unnamed Wrights will no longer address you as a Prizefighter if you're a Made Man for them and vice versa.
Various instances of the so called barter-upgrade exploit - Fixed for
Morlis and the flint; acquiring of combat implants in Redding,
and Elridge in New Reno and all his upgrades that he can
perform. See Per's guide for specifics on how one can "utilize"
The Bridgekeeper's robes were not being accounted for when a
character in the game determined what you were wearing. This
trigged a bug that caused characters to think you were
wearing just your Vault 13 suit when actually you had the
bridgekeeper's robes on.
*Fixed for: Wallace, Lynette, President, Dogmeat, Tandi, and Marcus.
The "infamous" 1 NPC bug (where you could take 1 NPC in Navarro or
Enclave) as well as doctors not healing your 1 NPC should now
be corrected. - Recompiled the needed scripts using the
corrected party.h file by Haen
You can now get the Tragic playing card addiction. (Talk with Wooz in Gecko)
The flint now looks like a rock when you drop it (instead of a large crate)
Countless spelling corrections. I have checked every single
.msg file that the game uses and fixed all that needed to be corrected.
Poison now actually poisons you
Drinking Gamma Gulp beer or Roetgen Rum will now radiate you (Gamma 5 and Roetgen Rum 10)
Lenny now carries a Zip gun
Telling Karl to come home is now displayed in the pipboy
Various cosmetic fixes to some of the pipboy entries
Wording for gaining of experience points should now be consistent. It should always read "You gain x experience points"
Endings for Elder, Marcus, President, Harold, and Hubologists have been added. (Still no new pic for Harold though)
2 new bad endings for Vault City have been unlocked.
Phazer has been added to the crashed shuttle random encounter. (new model by Crowley - thanks man!)
Corpse stolen by the Hubologists from the Shi has been added. (there
is a log note in the Shi database that corresponds to this)
You should no longer have conversations with sinks in the game - all
random encounter traveler scripts have been removed from them
Caravans should work much better.
Endorphin blockers quest should now be crossed off after you speak with Dr. Troy about them.
It is now possible to get a town rep besides Neutral at the Ghost farm.
Corrected all scripting issues with the Pariah random encounter.
Corrected scripting issues with the Fallout 2 hint book that is
obtained at the end of the game. Would not correctly set all your stats.
Fixed the Holy Hand Grenade encounter. You can now get the encounter and find the grenade!
Fixed the Cafe of Broken Dreams encounter popping up over and over.
Viewing AutoDoc and Alcohol Hitpoint perks on the character sheet will no longer crash the game.
Stuttering issue when wearing combat/regular leather jacket.
m60 and bozar sounds no longer switched.
Goo in toxic caves no longer mutates you if you are wearing any type
of power armor (before you would only be protected with just
regular power armor)
More random encounters unlocked
World map slowed down and encounters should be more frequent with
higher cpus. (also updated exe for future support of the addon pack)
Removed random potential death due to misplaced code from Dr. Troy's script
Description of the 10mm gun - now says cylinder.
Mysterious stranger now talks to you when you click on him.
Numerous misc script fixes: incorrect calls, syntax errors, etc.
Fire Geckos are now skinable
Looking at prospectors now says "You see a Prospector" rather than
just "Prospector" The same was done to several other scripts. Done
The Light Step perk is now used with every single mine found in the game. Before only a select few utilized this Perk.
Random traveler from the traveler encounter no longer marks the
location of the sierra army depot when the description of the
location given is clearly for the Milt base.
Pretty much all barter price inconsistencies should be dealt with.
(meaning that prices going through the script as opposed to just
using the barter button should now be the same)
Recompiled the 12 or so scripts that had wrong animations defined due to an error in the original definition of them.
Fixed Cassidy and Marcus from forgetting combat settings. (NOT FULLY CONFIRMED)
Increased the count for variables to be assigned for a good dozen
scripts that did not have enough being set. (this change was done in
the scripts.lst file) This should fix several
"random" bugs that may occur in these scripts.
Skynet should not longer behave weirdly after completing the game
(like turning hostile and repeating the same message over and over)
Bug in Sir Robin's script that could potentially cause a freeze in the game if he was killed in combat? (not verified)
Wright murder should no longer trigger if you never got the quest or head about Richard Wright.
Corrected an instance when you could no longer get a ending for Gecko after fixing the plant.
Added use of expanded lockpick, electronic lockpick MkII, and
supertool kit to all scripts that use the basic lockpick/toolkits.
Goris no longer displays a dialogue option to heal when he is already at full health.
Vic no longer displays a dialogue option to ask where Ed is after you have met Ed.
Sulik should no longer uses melee weapons when he has ranged weapons in his inventory and you told him to use ranged.
Fixed some spots in Klamath where you could walk on tables
You can no longer go off screen in the NCR pasture map thereby
following the Deathclaws to Vault 13 when you are not actually supposed
Fixes to the Oil Tanker map in San Francisco that corresponds to the changes made in the bar (ie carrying of liquor, etc)
Den - Smitty's house (his wooden floor stopped before it hit the wall) - this is now fixed
Den - You can no longer walk into the shelf in Metzger's room.
New Reno map (Wright house area) - You no longer are able to walk on some of the tables/desks
Changed the lit flares to normal ones (Hubologist's Base)
Brahmin in Gecko now have generic brahmin scripts assigned ot them (before they were scriptless)
When you enter the map of "Car outta power" it no longer displays a
message that you are standing in front of the Arroyo bridge.
Various other map fixes to prevent walking through tables, desks, etc.
You can no longer walk on a pot in one of the Enclave maps.
The fence was extended at the entrance of Broken Hills to prevent
players from getting around the outside of the map thus reaching
the lockboxes that contains all the goods from the NPCs on
Patched a small hole in a wall on the second floor of Bishop's casino.
Patched a hole in a shelf in T-Ray's office, and added a missing corner to the southern building of the chop shop.
Added missing script to 2 guards in Becky's casino
Added missing script to one guard in the Slaver building in NCR.
Numerous map fixes: missing tiles, holes in walls, walking into tables, etc.
Missing roof tiles in New Reno.
In Klamath you can no longer walk on the car to the left of the three trappers in Trappertown.
Fixed the starting position of the Vorpal Rat map so that npcs are not longer stuck when you come there with the car.
Fixed a table in Valerie's workshop which was inaccessible.
You can no longer walk into the lower table in Myron's living room.