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  1. sandbox6
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    Sticky
    Coming up in the next release...

     13.4

     - Fixed casino tables and slots not preventing you from playing again when the floor manager wants to talk to you, as it resulted in missing out the gifts.
     - Fixed Gunderson bodyguards remaining allies after Ted leaves you in "Beyond The Beef". Reported by rjd1922.
     - Fixed Granny Gangers not turning hostile when you kill the lead granny before she talks to you.
     - Fixed Hector still having a topic about "The White Wash" after bypassing his part in the quest. Reported by LegoMastersFan234.
     - Fixed completing or failing "Nothin' But a Hound Dog" leaving the other dogs with unusable quest item brains, and fixed the objective sometimes pointing to Doctor Henry after he leaves and Calamity takes his place for transplanting the brain.
     - Fixed talking to Jessup incorrectly setting the stage that moves Benny down from the stairs at The Tops and it prevented the trigger from setting the first global to say you'd seen Benny.
     - Corrected Elizabeth Keiran's food supply store using the main NCR faction when it should've been FreesideNCRFaction.
     - Fixed Rebound display name flag. Pointed out by evilzer2.
     - Fixed Stonewall's conditions to not apply to creature fire breath weapons that use Barter as the weapon skill. Reported by GuiCFRS.
     - Fixed Tough Guy challenge's message box appearing if the player has a limb crippled at the same time as their death.
     - Fixed Sleepwear using the wrong world model texture. Seemingly inherited from the unused Fallout 3 item.
     - Fixed Pots having no value. Also seemingly carried over from Fallout 3 where they were barely used at all.
     - Fixed Marcus' wooden room door using metal sounds.
     - Fixed Dale Barton thinking you cured Caesar when it was Arcade.
     - Fixed Ghouls at REPCONN respawning.
     - Corrected numerous typos and spelling inconsistencies.
     - Replaced a Duffle Bag static with an empty one in Techatticup Mine.
     - Replaced a few other static or movable static items with the usable kind.
     - Fixed placement of a bottle of Wine that had clipped through the shelf in Gibson's Shack.
     - Fixed a couple of Police Batons which were stuck in the ceiling in Vault34c.
     - Fixed clipping at Nellis hangars. Reported by RAPBOS.
     - Fixed Boone's motel room having an extra door that could still be activated in third-person. Presumably a dev dragged the teleport marker off the screen by mistake and then couldn't click on it again as it was out of range in the editor, so they just made a new door, leaving the original door intact only slightly out of bounds with its teleport marker far underground in El Dorado Dry Lake.
     - Loads of other placement fixes as always.
     - Fixed some chairs which were still using the static type
     - Added Remnants Securitron Hostility Fix, by AVeryUncreativeUsername.
     - Added Strip disabled LOD Water flag, by WallSoGB. It is suggested that the flag is carried over to any mods that edit the Strip worldspace or you can use Aqua Performa - Strip Performance Fix to apply the flag automatically.
     - (DM) Fixed Vera holograms staying hostile when you reprogram the suite security terminal IFF codes.
     - (OWB) Fixed disabling force fields leaving any loot resting in mid-air.
     - (OWB) Tweaked DNAgent to work on the Thorn Night Stalkers as the previously added faction was preventing them from fighting each other.
     - (GRA) Corrected Tri-beam LR HD Caps description, as it actually gives a 100% condition increase, not 200%.

     I can't edit my other sticky as they've since reduced the size limit. I see that Goodies has made some use of it by adding the REPCONN terminal password, and the Mother Deathclaw's enraged effect.
  2. sandbox6
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    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?"? -Added to Uncut Extra Collection.

    One issue I could fix in a future update is with "I Could Make You Care" getting stuck if Doctor Alvarez is killed before Veronica asks to go to the Followers outpost. I can either set the outpost door to make the Brotherhood squad appear like they would if you had spoken to Alvarez and were waiting for Doctor Schiller*, or I could set it so the quest ends as if Veronica had decided to stay at Hidden Valley. Either way works.
    *Added to 13.2.

    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. (It was probably meant for Legion taking CFH, though there already is one for that "Bears hurt.".)

    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? You can repeat the intercom conversation for all 3 passwords. It completely messes up the sequence with Ramos among other things.

    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. (Other fix mods in the past have fixed it, and a few people have requested it over the years)

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

    And another one... Clanden's arrest was fixed and restored in Uncut Extra Collection. It has been suggested for here too as it's obvious that it was missing, but some people felt it should only be in an Uncut mod. It wouldn't surprise me if was only disabled because of simple issues with the door scripts.

    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. (I don't think I would include these but I thought I'd mention it anyway.)

    DM's intro slideshow has a couple of other slides that were meant to be shown but they sadly have the wrong voice lines.
    DM's ending slideshow has several unused perfectly valid slide textures. It's a mystery why they weren't used.

    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. (A lot of people think they do get transferred, but it only happens if they were dead before installing GRA. The script literally says "This is a safeguard against losing weapons due to prior actions. But if players mess with the original owners after installing the DLC then all bets are off.")

    Something that has always bugged me is that the password for Mr. House's terminals is the Anchorage War Memorial's Access Codes. It seems like they intended for the terminals to unlock when you had the Platinum Chip, but as you can't directly use a misc item in place of a password they added the password note to the player instead.

    Another thing I could do is Brahmin-tipping for all Brahmin that don't already have scripting for it.

    I've mentioned this one before. It was obviously intended for My Kind Of Town to allow you to replace a dead sheriff until you run out of options, but it wasn't set up for it. It was probably too much to handle.

    Another thing... With a single condition change it could be made possible to tell Hsu that you know who the legion spy is when you were previously working for the legion and were far enough into The Finger of Suspicion before changing sides.

    I could change Major Knight's free repair to not be a one-time-only thing again like how I originally fixed it, but some people felt it was too OP.

    Mr. House and Yes Man were supposed to have extra choices depending on your NCR reputation before protecting Kimball (or not) during his visit.
    Mr. House's lines are completely missing and are disabled, but Yes Man's were only disabled and can still work (even though he only refers to Ranger "Grant" as "Graham".) It would be more of an uncut/restoration thing rather than a fix for here, but some of the choices make a lot more sense with the original mixed/unknown NCR rep line as he can only use the Good and the Terrible reputation lines.

    If you help Joe Cobb take over Goodsprings there are 4 Powder Gangers who were supposed to appear inside the saloon after the cell resets, but as they put the enable script on the disabled NPCs themselves the script never ran.
    *Added to 13.3.

    The Mother Deathclaw does not receive the enraged buffs after killing her young as they used perks, but perks don't work like that on creatures.

    The Alien Captain could've used the captain texture.

    Should I make the spelling of "Night Stalkers" consistent?

    Cass' dialogue lines should not all have CompanionQuestions and CompanionGoodbye as choices. This was obviously done to disguise the fact that the devs had accidentally used a permanent Add Topic with some incorrect topics on some of her greetings. The added topics were fixed/removed in v11, so it could in theory be completely fixed by removing the companion choices in a new version of YUP if you've been using a new game since v11 or if you have an older save where you've never spoken to Cass. It would be nice if this was fixed once and for all.

    I think there's enough for another release even without these, so it's something else to look at in the future.
    1. jggrd
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      The Villa Fountain has an unused disabled map marker.
      I could keep adding potential things...

      I think adding things that "should have been there" is the scope of mods that restore content, not fix bugs (with the exception of voice lines -- it doesn't change the gameplay in any way). BoS Reputation and the Shotgun Trap suggestion are a bit questionable -- it deviates from what's described in the official wiki, thus altering the vanilla experience.
    2. LlamaEnjoyer
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      I think you should ask yourself a question: "is this a bug? Or do I SUSPECT it's a bug? "
      I mean a script that is, f.e., supposed to close a door (and we know this because it can be clearly inferred from either it's name, description, usage in game and it's code) but it doesn't work correctly due to a typo - that's a bug. We are 100% sure  it's NOT working and that it's against developer's intent. Same with a broken mesh or a texture.
       
      But if you have to stop and think or wonder: "am I really 100% sure that's NOT what developers intended, for whatever reason?" then I would not treat it as a bug that requires fixing. I mean sure, it MIGHT be a bug, but, in my humble opinion, such "suspects"  would be better handled in a separate mod, like "Wasteland Uncut" or something.
      Just my 2 cents
    3.  it deviates from what's described in the official wiki


      What official Wiki? There is no official Fallout Wiki. There's Nukapedia and the Independent Fallout Wiki. And Nukapedia itself is pretty unreliable filled with a lot of false and often times made up information. 
  3. DiscountLouisCK
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    So this may be an stupid question, but when this game released the containers in the lucky 38 presidential suite (such as the ones you buy from upgrade terminal) were buggy and caused items stored in them to be lost. Has this mod ever attempted to fix those?

    I have a stewie tweaks setting that lets me know if a container is set to respawn, but because of what I went through before I'm still dont feel safe adding items to the containers.
    1. sandbox6
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      The only issue I can remember was companions routinely looting everything, which was fixed.

      I checked the unpatched records and found out that Work Bench Locker 1 and 2 were originally set to respawn.
    2. DiscountLouisCK
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      alright thanks for the quick reply!
  4. PostTenebraeLux
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    If Jury Rigging perk is taken, Ranger hats can repair and be repaired with light armor. not other headgear. 
    1. sandbox6
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      How does it work? Nobody knows...
  5. deleted251647527
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    1. sandbox6
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      I had already made a fix for this a few months back, so thanks for reminding me to add it.

      You're going to need console commands to remove the extra brains in your current game though.
      Violetta's brain 13E5BA
      Lupa's brain 13D851
      Rey's brain 13D852

      There may be some future compatibility issues if you want to use one of those brain swap mods when the brains have already been removed. Who knows, it may be fine.
  6. 2806
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    Would there be any way to remove the weapon CND modifier this mod adds from the .44 Handloader ammo? Can it be done with FNVEdit for example?
    1. sandbox6
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      Use FNVEdit to remove the effect from 0013E438 Ammo44MagnumSWCHandLoad
  7. After finishing the quest The Whitewash, I was still able to talk to Hector about Corporal White and  pass this speechcheck.

    Spoiler:  
    Show







    1. deleted251647527
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    2. sandbox6
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      Yeah, it was only checking with getstagedone, which meant it wouldn't go away if you were at a later stage number or completed the quest.
  8. brony71
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    Base game:

    • If you killed Doc Mitchell after you've ended character creation and reentered his house, his body will be unlootable.
    Old World Blues:

    • Roboscorpions outside X-2, X-8 and X-13 that appears only after you've completed related quests are respawnable even after you've finished the DLC's main quest. References: 03011B5E, 03015747, 03015745, 03015327 (and maybe other too, but in my game only few were constantly respawned).
    • Near the Little Yangtze there's WW related truck (with 'Rokit 88' license plate), that appears only if you have WW trait, but radioactive goo puddles (03012013, 03012014, 03012016, 03012017) underneath both of its halfs don't have Enable Parent set for WW and will appear even if you don't pick that trait. Also around the front part of the truck there is no radiation emittance area compared to the back half.
    1. sandbox6
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      • Doc Mitchell was fixed in 12.9. "IsTalking" prevented activation.
      • It seems that all but one variant of Roboscorpion is set to respawn. I could remove the "Use Base Data" and thereby the respawn flag from NVDLC03CrRoboScorpionBLvlX13, and maybe NVDLC03CrRoboScorpionLvl, but I'm less sure about the others. The real question is which ones should respawn and which should not?
      • I had already fixed the Goo enable parent. I could increase the radiation and the radius at the front to match the back, but it does perhaps make more sense that it would be greater at the back. The one at the back is placed too high up as it's noticeable that jumping increases the radiation as you get closer to the marker. (I've always wondered where they meant to put the unused "Oh, yeaahh" NVDLC03GraffitiWW02, and I suspect that Gabe's name on the doghouse wasn't set up correctly for WW, or lack thereof.)
  9. rknowj
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    are crashed from ash/goo real? If so does this mod fix that?
  10. IXREDMENACEXI
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    I don’t know if this was commented about before, but the fluff npcs on the strip are always there until you leave the lucky 38 for the first time, they celebrate then every npc is disabled and they no longer enter and leave places, causing usually a single gambler and trooper to be enabled, I was wondering if this could be fixed so the strip has its normal amount of npcs cause it seems odd that almost all get disabled just cause you enter the building. To me it seems like it’s not normal cause it causes the strip to be so baren.

    i think the script connected to them is StripFluffNPC or something like that
    1. sandbox6
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    2. IXREDMENACEXI
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      Maybe? I’m not fully sure, it seemed like a bug more than cut content since the npcs are already in the game they just get disabled after a script trigger, I think that mod has a bug with it since it adds more npcs and all the script is doing is reenabling the npcs that spawn when you go to the strip for the first time, that make it seem like a big city it also disabled the spawning for them so they don’t walk out of places like the LVB station or the ultra luxe and causes the scripted scenes to break, I think it would fit this mod better though cause of that and also maybe for those who don’t want to use those mods since I don’t really think this part of it at least is cut content. I’d love if this got changed it would improve the strip a lot
    3. IXREDMENACEXI
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      do you think is a possible addition for YUP? it seemed like a good one in my opinion since I dont think they planned for a single ncr trooper and no gamblers to be there
    4. IXREDMENACEXI
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      sorry for so many comments I checked again, what they do is acknowledge how the courier left the lucky 38 then go though the Gomorrah and strip doors then it keeps a single ncr trooper and disables the rest. they don't get disabled until you go there though seems unintentional since it removes all those features and would be nice if they came back hopefully
  11. Dreadcharger1337
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    is there a ttw version? 
    1. sandbox6
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      I thought there was, but it's completely separate from this.
    2. YUPTTW comes with YUP.
  12. I noticed a small visual bug with Still in The Dark. When the Brotherhood dispatches you to deal with the ranger, the dialogue from the intercom about your gear will play before the fade from black effect is done. 
    1. sandbox6
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      I can't reproduce it. It should start conversation with the intercom after 1.5 seconds.
      I've experienced something similar in OWB when I was speeding up time to test something in the school quicker. It stopped when I tested again at normal speed.