Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Yukichigai -maintained by sandbox

Uploaded by

Yukichigai

Virus scan

Safe to use

9151 comments

  1. sandbox6
    sandbox6
    • premium
    • 247 kudos
    Locked
    Sticky
    It's time for another release...

    v13.0
     - Fixed issue with turrets not being hostile. Reported by ZePequenoBR.
     - Fixed Johnson Nash not trading before you get a replacement sheriff. He'll now trade with you after Deputy Beagle has been rescued or after he's asked you to find a new sheriff. The original fix made him trade only after getting a sheriff, but that was perhaps a bit too frustrating, which is probably why they changed him to use the lines out of order.
     - Fixed Papa Khan not unsetting the faction alliance with Caesar's legion when you use the Mongol Empire book to convince him to break the allience instead of the speech check. Reported by ryanmar.
     - Fixed Mr. House still having topics telling you to activate the Securitrons at the Fort if you've already been there after initially refusing to work for him. Reported by brony71.
     - Fixed Z-fighting with doors at Camp Searchlight. Reported by Inthegrave.
     - Fixed already squished Giant Mantis Nymphs sometimes giving XP. Reported by Yaroshka.
     - Gave helmets to the dead Brotherhood paladins that were obviously missing them.
     - Fixed some missing keycard pick up sounds.
     - Fixed disarming the bomb on the monorail using the Explosives/Science skill checks not rewarding any XP.
     - Changed Pvt. Morales AI as she was bizarrely using a patrol with weapon drawn package.
     - Fixed Pvt. Morales script that was supposed to place mines around Ranger Morales' corpse. It was using placeatme to place the mines which meant they were either absent or unreachable.
     - Fixed an issue with dropping Ranger Morales' corpse near the NCR troopers that made you have to reenter the trigger, also made it so the map marker to his corpse gets disabled as it makes no sense for it to stay there forever. The redundant notes about his body are now removed at the end of the quest.
     - Fixed "You Can Depend on Me" not failing if Hildern is killed before getting the Crimson Caravan Invoice.
     - Fixed Apprentice Watkins having a topic about the computers and the VR pods when she isn't in the VR lab.
     - Fixed Vault 34 ghouls appearing in the wrong place when you enter the Overseer's room and they bust through a door.
     - Prevented companions from attempting to follow you underwater in Vault 11's reactor where they can't actually go and would frequently
    get stuck in the ceiling. It's not a perfect solution but it works well enough.
     - Altered the vMapCanAttackPCHere region so the Legion hit squads won't spawn to attack you in the fenced area of HELIOS One. Suggested by brony71.
     - Fixed Novac's region not including the entire area of the motel.
     - Fixed rearming a pre-sprung Bear Trap having itself reset to sprung on load.
     - Fixed Gun Runner Guards turning hostile after your intrusion if you remained undetected then jumped the fence on the way out, and prevented fast travel from the compound as it causes the same problem as jumping the fence.
     - Fixed Dr. Richards missing the prompt on some treatment options.
     - Fixed Jack saying that Jerry is at the proving ground after he's gone to the Followers.
     - Fixed an issue with Jack zooming the screen if you try to teach him a recipe after failing "Aba Daba Honeymoon". Also fixed Diane asking if you made the delivery yet if the quest was failed.
     - Set Private Stone's Empty Hydra Syringe quest item to be removed or replaced with a regular syringe when "Medical Mystery" is completed.
     - Fixed issue with the triggers for the NCR shootout with Pacer continuing to work after the quest is failed by killing Pacer. Reported by UfaManRussian.
     - Added Water Walking Footstep Sound Fix, by maybakhbereh. https://www.nexusmods.com/newvegas/mods/76398
     - Added 20 Gauge Shotgun Shell Sound Fix, by Bunslinger. https://www.nexusmods.com/newvegas/mods/81031
     - Added Ghoul Head Clipping Fix, by XReclaimerX. (Replaces the previous male fix) https://www.nexusmods.com/newvegas/mods/73935
     - Added Highway Sign 157 Collision Mesh Fix, by netro. https://www.nexusmods.com/newvegas/mods/78667
     - (OWB) Disabled the glitched water in the upper part of the Higgs Village fountain. Having two levels of water in the same place apparently doesn't work properly.
     - (GRA) Added Flechette Muzzle Flash Fix, by SHAD0WC0BRA. https://www.nexusmods.com/newvegas/mods/68066

    From miguick
     - Fixed Ranger Dobson's greeting when the player is disguised in Powder Ganger attire so it checks for the corresponding formlist, instead of checking for each individual clothing item, which was missing one due to a duplicate.
     - Removed the tweaked and restored Mantis Foreleg script, as it was easy to stack hundreds of them due to it being weightless, and with each having a script it could cause performance degradation similar to that of scripted ammo.
     - Reordered idle animations where get up anims came before hit reactions for: Dogs, Mole Rats, Giant Rats, Bighorners, (OWB) Think Tank, Geckos, Mantis and Securitrons.
     - Fixed Centaur hit reaction when crippling the tongue, which occupies 3 limb locations.
     - Fixed Protectron and (OWB) Think Tank hit reaction when crippling the combat inhibitor, which was checking for the head limb condition.
     - Fixed Cazador hit reactions: can react to hits in front and back wings, hits in any of its 6 legs, corrected reaction when hit in stinger (which is a second "head")
     - Fixed Mantis head hit reaction to not trigger on hitting their antennae, since they have a separate idle for that already.
     - Fixed Scorpion and (OWB) Roboscorpion hit reactions: left and right legs now include the missing foremost pair (they have 4 pairs), tail hit reaction now checks for the correct "head".
     - (OWB) Fixed Think Tank hit reactions: check for right eye hit, "gun" which is mounted on their "head", "torso" which includes their mouth screen.
     - (OWB, LR) Altered scripts of the night vision effects from the Darklight Cowl and Riot Gear helmets so they specifically check for disabled movement and rollover text controls like Friend of the Night, rather than for any disabled controls, which was making the night vision turn off in some circumstances where it shouldn't.
     - (OWB+LR) Altered the Aural Stealth Suit script to make it apply the Stimpak effects like before, instead of equipping the item. Made it increase the "stimpaks taken" misc stat, and "chems taken" when it applies Med-X. Also took into account an issue when an animated ingestible mod uses EquipItem to check if an item has been taken, since they can't distinguish it from regular equipping/hotkeys, when the suit is supposed to apply the items itself. The "health recovered from stimpaks" misc stat gets updated correctly whether it's equipped as an item or cast as an effect.
    - (LR) Altered the Auto-Inject Stimpak and Tourniquet script to fix the same issue as above, also simplified and optimized it. It doesn't update the "chems taken" stat from tourniquets since they don't do that either when equipped manually, as they aren't a chem equip-type item.
  2. sandbox6
    sandbox6
    • premium
    • 247 kudos
    Locked
    Sticky
    In the next version, so far...

    v13.1
     - Fixed VHDLegateGateGuard being set as evil. Reported by spockthewok.
     - 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 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 missing Barter tag on a skill check with Lanius. Also fixed some incorrect prompts in the translated versions of the game.
     - Fixed Novac settlers commenting on the REPCONN rocket launch if Jason Bright was killed and the rockets were never launched.
     - Fixed leaving a casino displaying a message that your confiscated weapons have been returned if you didn't have any.
     - Fixed Contreras losing access to his stash when the cell resets. Reported by Josias17.
     - 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.
  3. Is this compatible with fallout mod manager?
  4. Bruhno3211
    Bruhno3211
    • member
    • 0 kudos
    I would like to report a bug.
    In Veronica's quest ''I Could Make You Care'', the objective "Recover the pulse gun in Vault 34 if it still exists.'' won't update even after getting the Pulse Gun.
    1. sandbox6
      sandbox6
      • premium
      • 247 kudos
      The script is supposed to update when the following conditions are met.
      (I'm not sure yet, maybe part of the script for objective 130 should still update when you have the note OR have the pulse gun.)
      (I couldn't find anything wrong.)

      Do you have this objective displayed?
      20 Return with Veronica to the Brotherhood of Steel elder with evidence of the Brotherhood's misguided priorities.

      Is this objective completed?
      25 Access Father Elijah's notes at the comm terminal with Veronica.

      Is this objective not completed?
      130 Recover the pulse gun from Vault 34 if it still exists.

      Do you have the note VMS49GunNote "Inventory Transfer Order"?

      Is this objective not displayed or completed?
      140 Bring the pulse gun back to the elder at Hidden Valley.

      Have you tried dropping the pulse gun and picking it up again?
    2. Bruhno3211
      Bruhno3211
      • member
      • 0 kudos
      I'm truly sorry, it seems i have wasted your time, i had not played in almost 2 years and loaded up and old save from back then, what happened is that i had already given them the vault 22 fungus, and i did not want to deal with the paladins at the end of the quest, so i fast travelled away before they started dialogue. Coming back after 2 years i thought i had destroyed the info and that route was scrapped, because the objectives were dark (completed) as such i did not pay attention to them. Please forgive me.
  5. Geralt1494
    Geralt1494
    • member
    • 0 kudos
    Hello!

    Please tell me. I installed WRP and NMCs. Then I installed this patch and it overwrote many of the files of these mods.

    Is it correct? Or is it better to install YUP first, and then all the mods for improving textures with replacing files?
    1. sandbox6
      sandbox6
      • premium
      • 247 kudos
      It is better to install YUP first, and then any mods with improved texture/mesh replacements.
  6. FaZebRuTaL
    FaZebRuTaL
    • member
    • 1 kudos
    so in vortex do i click before or after on yup for its conflicts?
  7. AVeryUncreativeUsername
    AVeryUncreativeUsername
    • premium
    • 281 kudos
    I noticed VMS55a (Tend to Your Business) will call StopQuest in the result script, but VMS55b (Eyesight to the Blind) won't. Though I do realize it might be called elsewhere. 
    1. sandbox6
      sandbox6
      • premium
      • 247 kudos
      There's no running script in VMS55b so there's not really any need to stop it.
  8. timmah134
    timmah134
    • member
    • 0 kudos
    I'm sure this was answered already way back in the logs. Does this patch the skilled glitch when resetting after leaving goodsprings?
    1. sandbox6
      sandbox6
      • premium
      • 247 kudos
      I think so.
  9. sawosa5971
    sawosa5971
    • member
    • 1 kudos
    VNiptonvNiptonBoxcars2Topic012 VA says "cause" (it's even commented) but the subtitle says "because." Change "because" to "cause."
    1. sandbox6
      sandbox6
      • premium
      • 247 kudos
      From the notes it looks like it was said that way intentionally.
      {hating the memory}First up was the "lucky losers." They got decapitated - guess that's "lucky" {cuz}because it's pretty quick.
      I could still change it to 'cause

      It seems like the voice actors more commonly didn't use these notes and said the subtitle lines in full anyway.
      Such as this one from Dermot: "{'Cause}Because it's his name."
      And this one from the Forecaster: "I don't know, {'cause}because I never hear it."
  10. Domenicoo
    Domenicoo
    • member
    • 0 kudos
    I have another question. Thanks in advance! I updated my mod list and the last one I’m not sure about is Asterra’s Many Fixes. YUP has been updated consistently and I’m not sure any fixes from that are still relevant. Is that mod redundant?
  11. Domenicoo
    Domenicoo
    • member
    • 0 kudos
    Hey there! When last I played, I recall that the corpse Johnny 5 Aces from the Wild Wasteland perk often disappeared or wasn’t present. By chance, did you ever happen to fix this?
    1. sandbox6
      sandbox6
      • premium
      • 247 kudos
      Yes, he was changed to persistent so he won't disappear forever, but you may still need to go somewhere else and then return later if he isn't there.
  12. IXREDMENACEXI
    IXREDMENACEXI
    • member
    • 1 kudos
    not sure if this is a bug or some cut content but pretty sure the NCR emergency radio is supposed to say lines when calling in a support unit 

    and also being able to call in up to a Veteran Ranger if your rep is high enough

    The picture in sarah's room in vault 21 uses the picture of your parents in fallout 3 replaces it for the one of Sarah would make sense if that counts as a bug 

    wonder when the day comes this will have every bug fixed maybe