Fallout New Vegas
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  1. sandbox6
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    In the next version, so far...

    v13.1
     - Fixed Wild Card: Side Bets looping an objective if you only spoke to one of the White Glove Society leaders before you're given one of the objectives to turn in that part of the quest to Yes Man. Also fixed objectives directing you talk to the White Glove leaders if they are dead, and corrected the order of some of Yes Man's choice lists.
     - Fixed some questions about finding Ted Gunderson still showing up if you already found him.
     - Fixed being forced into saying to Heck that you know all about Mortimer and the White Gloves if you kill Ted without finding out anything.
     - Fixed VHDLegateGateGuard being set as evil. Reported by spockthewok.
     - Fixed Arcade not being removed from the Followers of the Apocalypse faction when he's enslaved by Caesar's Legion, as it meant being hostile with the Followers also made the Legion hostile.
     - Fixed Camp Forlorn Hope "An Ear to the Ground/Team Spirit" greeting conditions.
     - Fixed First Recon saying lines that didn't make sense after they'd left Camp McCarran.
     - Fixed pulling the pin from Pvt. Crenshaw's grenade not incrementing the People Killed misc stat when the grenade kills him.
     - Fixed Karl's greeting about your invite to visit Caesar if you only talk to him after Caesar is dead.
     - Fixed Ranger Kudlow not marking Red Rock Canyon on your map on one of her choices.
     - Fixed NCR Ranger Veteran Commander and Alpha Squad at Hoover Dam all trying to stand in the same place after convincing him he has superior firepower and should advance.
     - Fixed "You'll Know It When It Happens" and "Arizona Killer" failing if you enter the exterior worldspace cell of Intake Tower 02, as the cell doesn't have a name and is thereby missing "HooverDam" in the name so the scripts think you've left the dam.
     - Fixed missing Barter tag on a skill check with Lanius. Also fixed some incorrect prompts in the translated versions of the game.
     - Fixed Lanius having a Speech check incorrectly flagged as 'Say Once a Day' instead of just 'Say Once'.
     - Fixed Novac settlers commenting on the REPCONN rocket launch if Jason Bright was killed and the rockets were never launched.
     - Fixed Simon attacking you if you stray too far from The Silver Rush door if Pacer attacks you during your guard duty confrontation.
     - Fixed leaving a casino displaying a message that your confiscated weapons have been returned if you didn't have any.
     - Fixed Mortimer telling you that tomorrow night's banquet has already happened if you talk to him again before enough time has passed after framing Heck Gunderson.
     - Fixed Mortimer saying that your business has concluded if Heck Gunderson is killed when you weren't working for him.
     - Fixed Philippe still having a Medicine skill check option to get his recipe book if you already have it.
     - Fixed Radio New Vegas report about Philippe's new menu still playing if he's dead or the White Glove Society's plan was interrupted.
     - Fixed failing "Bitter Springs Infirmary Blues" and "No, Not Much" leaving the now useless permanent quest items in your inventory.
     - Fixed failing "Three-Card Bounty" leaving any uncollected dead fiend bounties with their now useless quest item heads.
     - Fixed Doctor Henry and Calamity still having options about the test with Lily if "Guess Who I Saw Today" was failed. Also fixed being unable to start the test if Lily has been resurrected with console commands.
     - Fixed talking to Calamity after the Stealth Boy experiment sometimes restarting Doc Henry's conversation with Lily.
     - Allowed you to ask Lily who Jimmy is if you asked something else the only time the option came up.
     - Changed Lily's story event greetings to only happen after she's available to join the party. Reported by Novessel.
     - Added Lily's Leo script to some lines where she mentions Leo that didn't already have it.
     - Fixed Troopers at HELIOS One still referring to Lt. Haggerty if she's dead.
     - Fixed some Mojave civilian Hellos and Greetings that were using the Visited Lucky 38 global instead of the relit one.
     - Fixed Red Lucy missing a start combat script on her greeting after a Legion victory.
     - Fixed some of Keely's questions that could still appear if you already completed "There Stands the Grass" by returning the data to Hildern without talking to her. Also fixed being able to ask her why the door is locked if it was already unlocked.
     - Fixed lots of gaps around vault doorways.
     - Fixed Diner Booths in Vault 22 that were the wrong way round or should've been statics. Also fixed numerous other placed furniture issues.
     - Fixed Player Death lines not playing because of the DeathResponse choice.
     - Fixed a couple of Kings combat lines that were incorrectly set to Target instead of Combat Target. Reported by kazopert.
     - Fixed Contreras losing access to his stash when the cell resets. Reported by Josias17.
     - Fixed Dixon only having certain chem items for sale once. He was actually selling his carried items. It also looks like they duplicated his vendor container to his carried items so he had double the amount of his Jet and Whiskey for sale, but his container didn't have any Buffout, Fixer, regular Jet, Stimpaks, Vodka or Whiskey so he was never able to restock those. You can still get his carried items by killing him, so I've reduced the numbers a little to compensate for the duplicates in his stock. He was also unable to sell the dirty water from his stock. Pointed out by Josias17.
     - Fixed Tabitha's corpse being moved outside and her bodyguards still spawning in to attack when there's no longer a scream over the radio from Tabitha after releasing Raul. Reported by Novessel.
     - Fixed REPCONN Maintenance Robot script repeatedly setting their aggression, as it was preventing them from starting combat properly. Reported by Novessel.
     - Fixed killing members of the Jackals and Viper gangs not rewarding karma, as the factions were missing the necessary flags. Also gave the Tracks Crime flag to the Wastelander faction, so you'll actually lose karma if you kill the Very Good Malcolm Holmes and the Good Vault 3 prisoners. Reported by PostTenebraeLux.
     - Fixed some of First Sergeant Astor's choices not giving the starting option for "We Will All Go Together" without having to go back to the top-level topic. Reported by pabelik.
     - Fixed The Screams of Brahmin being impossible to turn in if Alice McBride dies before talking to Dusty. Reported by MISTERSMELLIES.
     - Corrected Radiation Suit types each having different texture set ordering. Reported by onvil.
     - Corrected Centurions that had a second armor list instead of a helmet. Reported by mojitoSpring.
     - Corrected PowerFistImpactDataSet having its Cloth Impacts set to PowerFistFleshImpact instead of NULL. Reported by mojitoSpring.
     - (DM) Fixed Vera holograms in the suite that would stop talking if the iHoloBark counter goes above 8. Reported by Derialund.
     - (DM) Fixed repurposed dead Mojave Wastelander NPC spawning with Sierra Madre chips.
     - (HH) Removed .45 Auto Pistols and Survivalist's Rifle from the ExplodesGasTrapsOnHit list as it was making them ignite the ants at Nellis. Reported by Josias17.
     - (HH) Fixed Daturana missing a duration for healing. It looks like a dev incorrectly entered 15 for magnitude instead of duration as it's a far higher value than all other healing items. Reported by lolzarz1.
     - (OWB) Corrected Big Mountain Transportalponder! hotkey icon.
     - (LR) Adjusted the shelf where the Sneak skill book was originally found so the book can be moved closer to its intended location.
     - (LR) Removed Enclave markings from the vertibirds in the Long 15 Nuke NCR impact site.
     - (LR) Fixed Hopeville Armory Access Terminal not displaying any menu items if the lock was broken.

    From miguick
     - Fixed the body part data of Securitrons, so the torso limb doesn't leave out the area between the screen and the wheel, and aimed VATS attacks hit below the screen.
     - Added missing popup icons of Bobby Pins, Bottle Caps, Turpentine, Pre-War Book, Mayor Steyn's journal, and Janet's Boomer Outfit.
     - Removed explosion definition from the Gauss Projectile, since otherwise its VATS damage calculation bug still occurs even if the explosion flag was removed.
     - (GRA) Fixed icon of Power Fist Hi-Cap Valves, and popup icon of 12.7mm SMG Suppressor, also changed its name to "Silencer" since it is actually a silencer.
  2. sandbox6
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    Sticky
    Would anyone object if I added the missing Brotherhood reputation rewards at the end of "Eyesight to the Blind" and "Tend to Your Business"?
    It made it impossible to reach idolized without Lonesome Road. It wasn't the only scripting oversight at the end of those quests, as it originally didn't even set the variable to say that you'd joined the Brotherhood, which was a massive oversight which caused its own set of issues. That was fixed already.
    Neither quest even seems to reward XP, while the earlier quest "Still in the Dark" gives both rep and XP.

    Another thing I've been thinking about fixing/restoring: Veronica was missing a trigger for her reaction to seeing dresses in the Ultra-Luxe. How do we even know she wants a dress in the first place, other than just that one line of questioning about her goals, or that one trading line where she says "Got something good for me? Is it a dress?"?

    There's a random Nightkin idle chatter "Bears in pain. Head voices not surprised.", but the "VStoryState == 20" condition makes no sense as that part of the story relates to dealing with Benny at The Tops, so I'm not sure what it was supposed to be.

    Didn't anyone ever try to get into the Brotherhood bunker using the passwords from the lost patrols after getting Power Armor Training from the Remnants?

    Oh, and one more thing. Should disabling a shotgun trap give the player a shotgun? The scripts originally referenced the Fallout3 combat shotgun, so they commented it out, it even says that's why. They did update the name of the shotgun presumably later on to the correct NV shotgun, but left the line commented out.

    And another thing... Lucius was supposed to use different greetings when Caesar is sick.

    I could keep adding potential things...
    The "unlocked" terminal with the information about the stealth boys in the REPCONN Basement has a findable password and a very easy hacking difficulty. Maybe they simplified it a little by unlocking it, but then it left you wondering what the password was for.

    The Villa Fountain has an unused disabled map marker. Maybe the "you have discovered" pop-up was too distracting immediately after the talk with Elijah. It's not like there aren't other markers nearby. Honest Hearts has a couple of unused map markers too.

    The GRA weapons don't get transferred to the Vendortron unless the vendors were dead when you installed GRA. This is something that could be done.

    I think there's enough for another release even without these, so it's something else to look at in the future.
  3. 07Matt
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    Why you translate ESP name in other languages ? it makes it incompable with other patches like NVR2 YUP Patch for exemple. Any way to fix that ?
    1. sandbox6
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      Unfortunately each version of the game has different numbered records, so you can't always use mods made for a different version without having compatibility issues.
      All records from 17B75A and above are for completely different things.

      It is possible to edit the files to get them working with differently named files, but you do so at your own risk.
  4. pabelik
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    may be worth looking into dialogue from "we all go together?"

    the "quest proguession" options are missing if you go the "more info" route

    for example talking to astor and asking what happened to camp searchlight, the option "are there any survivors" to continue to quest is missing and there's no way to go back
    1. sandbox6
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      I can add the quest starting choice "Are there any other survivors?" to the questions "How did you survive?" and "How did they get into the camp?", so you don't have to go back to the top-level starting question "If the area is filled with radiation, why are you still here?".
    2. pabelik
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      sounds good

      also the part where you talk to the ghoul in the house, some weird dialogue there too, for example to inform him that you killed the radscorpions outside you need to go through several already spoken lines
    3. sandbox6
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      The "radscorpions are gone" choice is at the top level, but it's at the bottom of the list. The entire thing with Edwards is weird.
  5. CliffSedge
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    Wrye Bash report - Plugin Checker -
    Deleted Base Records
    * YUP - Base Game + All DLC.esm: 16 deleted base records

    I have around 200 active plugins, and this is the only one Wrye bash gives a warning about. Recommendation from WB is
    "The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins."
    1. sandbox6
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      You can ignore it. It's the bugged lines from Dean's holotape.
    2. CliffSedge
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      Ignoring things is my specialty, thanks!
  6. PostTenebraeLux
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    Why is Karma not gained when killing Jackals? they are a cannibalistic raider gang.  it's lore breaking.
    1. sandbox6
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      It's an engine bug. Reloading the same save and repeating the same kills over again can yield different results each time.
    2. PostTenebraeLux
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      i've been killing Jackals like crazy over the last 4 years with this mod installed. i've never once gotten Good Karma. i doubt it is a bug of the engine.

      just test it again and killed both vipers and jackals and still no good karma received. i've read the changelogs and it doesn't state why we won't receive good karma when killing Jackals and Vipers [leaders of both factions are very evil] [normal members are just evil]
    3. sandbox6
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      Maybe it's different from the Fiend karma bug. It might be something to do with the Jackals faction missing the evil or track crime flags...

      I can fix the missing flags, but then we're back with the same intermittent karma bug that the Fiends have.
    4. PostTenebraeLux
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      Thanks! Will be killing alot of Vipers and Jackals once the mod is updated.
    5. PostTenebraeLux
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      Found another Karma mistake. Malcolm Holmes does not attribute negative karma if you kill him.  Those star bottle caps are too tempting.
    6. sandbox6
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      He is VeryGood. The only usable faction he has is Wastelander Faction so I suppose it may be possible to add the track crime flag there.
      It would apply to the other NPCs in that faction. The Vault 3 prisoners are Good so they would also be affected. Everyone else seems to already have another faction with the track crime flag or has neutral alignment.
    7. PostTenebraeLux
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      I got an issue with Primm Slim's detection levels i can't even sneak inside the casino without being detected by Slim. 
      Is Slim's detection levels set to maximum from the base game? 
    8. sandbox6
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      What level are you? Primm Slim scales at 1.5x the player level. There is a bug with high-level actors.
    9. PostTenebraeLux
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      My characters level is 84. [using mods] ok so it is just part of the game. not a bug then. thanks 
  7. Deviladvocate2
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    Hi, don't know if anyone already mentionned that or if it's relevant (don't know if it's a bug or just how water render works in this game) but the underwater refraction effect of dock piles is broken in some places most noticably at the Fisherman's Pride shack location but also the docks near callville bay, it appears to be location specific as the dock piles near boulder beach campground or cottonwood cove don't suffer from this broken effect 

    oh and thank you for your work ! 
    1. sandbox6
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      Yeah, it's something I've noticed too. The ones at Boulder Beach don't have the refracts flag and the only ones that do are at Callville Bay and Fisherman's Pride Shack.

      The ones at Fisherman's Pride still look strange without the flag.
    2. Deviladvocate2
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      It looks strange yeah, something with water reflection maybe

      I tried enabling the refract flag on everything around (all dock pylons + the boat) and it looks way better than just dock piles with refract or no refract at all
  8. Mykomark
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    Any soon 13.1 will be out ?
    Planning to play FNV and if update will come like ~ in couple weeks - I better wait.
    1. sandbox6
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      I don't think I'll manage to get everything ready in a couple of weeks. Lots of good stuff coming up though.
    2. PuddinQuinzel
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      there's a comment below us. when you have time reply to NukaZyzz
    3. CoZmoOnOnlyFans
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      does this disable achievments?
    4. sandbox6
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      No, this doesn't disable achievements. The only thing that does is using the console key, and there are nvse plugins that will allow you to get achievements even after using console commands.
  9. NukaZyzz
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    "Failed to parse plugins"
    "yup - base game + all dlc.esm" is not a valid plugin"
    "cause.func loadPlugins"
    "func: loadPlugins"

    Getting an error with the mod
    1. sandbox6
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      I think it's something else with your setup causing it. Maybe load order or plugin related.
  10. Garr123
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    Figured I'd mention a small bug here, since its the only place it might get fixed:

    If you got to Vault 22 before ever visiting McCarran or meeting Hildern, then download the data during There Stands the Grass, when Keely confronts you about it being accessed, the top option is "Hildern sent me here to get them."
    1. sandbox6
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      Are you using an Uncut mod or something? Keely is only enabled by speaking to HIldern. There was an issue I noticed a while ago.

      I suppose it's possible you could get the data before speaking to Hildern, then go back and talk to Keely so it's not technically the truth...

      I've spotted an issue with some of her questions still appearing if you do the quest in an unusual order. In one case she was trying to complete an objective when you'd already completed the quest by returning the data to Hildern first, so it couldn't be done.

      You could also ask why the door is locked, if it was already unlocked.
    2. Garr123
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      I am playing with Uncut - Panzemann's.  I suppose that is the issue. I wasn't aware it changed Keely's presence.  I didn't realize Keely was only enabled upon speaking to Hildern, is she simply not there in the Mantis caves if you enter Vault 22 for one of the other quests before meeting Hildern?

      Edit:  Weird, I was having an issue where Ranger Grant wasn't playing his <Starting Converstation for VMQ03a> for the Wild Card path or whatever, where the game grabs your camera and he introduces himself, and was instead just giving me a stock greeting as if we'd met before, so I was gunna come here and mention it assuming it was just a bug.

      Then I disabled Uncut since you mentioned it regarding he other scripting issue I noticed, still happened, then I reenabled Uncut and he started playing the correct greeting.  Weird.  I wonder what was going on to make it screwy.
  11. Novessel
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    Not sure if there's something wrong with my base game, but the maintenance robots in REPCONN HQ spaz out when I fight with them. They try to hit me once and then don't attack me anymore. I have actually disabled all mods and started a new game, but it's still happening.
    1. sandbox6
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      What time of day is it? Did you collect any of the security keycards/badges? I would guess their script is adding an AI package or resetting their AI repeatedly.
      I wish the devs had known that including the package name doesn't do anything here "RemoveScriptPackage REPCON1stFloorDialoguePackage".

      I've reproduced the issue, but I don't know what causes it yet.

      It seems to be the script repeatedly running "setav Aggression 2" is the cause.
    2. Novessel
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      Oh, wow. I did not expect this to be an actual vanilla bug that wasn't addressed yet in YUP. Hopefully this can be fixed in the next version!
  12. Harabajo
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    Hey, I just added this mod 5 hours into a new playthrough and now every time I try to load my save the loading screen loads forever.  Without this mod the save loads fine. Is there any way to identify the root cause for the infinite loading screen? I really want to use this mod. Just from the title screen I saw it fixed the high DPI issue I had with my cursor and it was awesome.
    Thanks
    1. sandbox6
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      Can you load another save or start a new game before trying to load the one that it's getting stuck on? That usually works.
    2. Harabajo
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      @sandbox6 Starting a new game and then loading my save worked! Thanks you very much!