- 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* Not fully fixed. 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. - Fixed Protectrons in Cerulean Robotics respawning. Reported by jogzy123. - 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. - Removed several instances of PCB being used in scripts that hadn't already been removed. - Improved Cateye's fixed script. - Replaced all uses of the inconsistent RemoveSpell function with the more reliable Dispel. - Fixed trapped computers to only play the animation while armed, and incorrectly showing the activate message after getting hit when disarmed. - Fixed Concealed Mine not rewarding XP and not playing a sound. Pointed out by LipSheZ88. - Fixed Carlyle St. Clair III not rewarding XP after the speech check to convince him to go the Ultra-Luxe. - Fixed G.I. Blues completing objective 50 which doesn't exist. - Fixed a baby Blind Deathclaw not using the correct sounds etc. - Fixed Ultra-Luxe being enterable by NPCs, as they are unable to get out. - (DM) Fixed a couple of terminals missing the redraw screen flag for the Vault Security Protocols entries. - (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. - (LR) Fixed Nuked NCR gate using office door sounds instead of chainlink gate sounds. - (LR) Fixed ED-E playing a duplicated beeping sound as the voice line already has it. - (GRA) Corrected Tri-beam LR HD Caps description, as it actually gives a 100% condition increase, not 200%. - (GRA) Fixed Sprtel-Wood 9700 firing sound, by NoBarkNoBiteNoonan.
I can't edit my old sticky from last year 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.
It's a bit annoying that I can't fit the full upcoming change log in a single post any more.
I'm tempted to add a fix for the president's visit so he won't use the ladder to get to and from the vertibird, and will instead go through the visitor center, as that was clearly what was intended. All it appears to need is the ladder set as "Minimal Use", and to adjust the position of the travel markers so he doesn't get stuck trying to get to the other side of the vertibird for no reason when it has doors on both sides. It makes more sense to have the marker on the same side as the roof exit. Perhaps it was originally, but they couldn't figure out why it wasn't working, so they ended up putting the markers nearer to the ladder. They could still follow Moore the other way, so it's not such a simple fix. I wasn't going to add it anyway.
- Fixed Sunset Sarsaparilla Star Bottle Caps not converting into regular bottle caps after starting "A Valuable Lesson" as the script was using the wrong stage. Reported by LipSheZ88. - Fixed Lily not having her limb conditions restored at the end of combat, unlike all other companions. Also fixed her not playing the stealth boy deactivation sound at the end of Doctor Henry's experiment. - Gave The Tops Cashier a stay at editor location package as she didn't have any AI packages. - Fixed Davison's script having an unnecessary variable that it was only using to check if he was in combat. - Replaced several uses of the GetHealthPercentage function in scripts for better compatibility with custom player health mods. - Fixed Hidden Valley shooting range paladin not equipping or unequipping his armor when he sleeps or wakes, as the trigger didn't check for his packages. It also didn't check if the Brotherhood NPCs were dead, as death means they exit the trigger. - Fixed the NCR ranger who gets pushed off the tower still showing a message after the sniper has been killed or spoken to, and the ranger's corpse not being lootable until after the quest. It was also setting a variable to say he'd been hit by the player if the player hits his corpse. - Fixed the Legion bomber and sniper not fleeing after failing or completing "You'll Know It When It Happens". - Fixed the bomber not getting killed by the ranger as evp doesn't trigger fast enough, and fixed him still having the unplayable knife on his corpse. - Fixed a ladder at Hoover Dam that had a tilted teleport marker, and fixed parts of the ladder that were incorrectly highlightable. - Added lots of collision at Hoover Dam, so small items such as knives don't disappear in the floor around the stage. - Fixed the presidential vertibird's flyaway animation sometimes lingering and preventing the quest from finishing. - Fixed "Examine" blood message not going away after the quest. - Fixed lots of actors not being persistent. They technically could all be set as such, but I've only fixed ones where they were noticeably going absent after the player leaves an area then returns. - (HH) Fixed a couple of Sorrows spawning without a weapon during the battle in Crush the White Legs, as they were using the regular Sorrows' template. Reported by jogzy123. - (HH) Fixed Lost Mountain Bighorner Calf not being lootable if it's dead.
1, Old Lady Gibson does not trigger EDE quest when her conversation options have been already triggered before. (this problem might be on my end idk - since im not sure if i triggered the already said dialoge option again - there was no new available speech option) 2, Helios One - There is the fenced terminal outside, first the dog didn't spawned, but when finished the helios quest and came outside 3 NCR dogs spawned there and they were hostile (im not hostile to NCR)
Old Lady Gibson only triggers ED-E's quest stage by saying "HELIOS One" on her first greeting, and on the question to ask her what she knows about HELIOS One. If you've already spoken to her you'll have to find another person that says it.
The dogs are always hostile. Their persistence could be changed so they would always appear, but in my experience it causes them to escape the enclosure when the gate is still closed.
Thanks for the reply. Yes. The problem was with Old Lady that the quest marker and quest description strictly leads to her - and the player can't know what is going on if already triggered the dialog. I was spending 5 minutes to searching her house and spoken to her and the end i checked wiki and realized i can trigger it with other sources. We can't know what devs wanted with the dogs. I think they wanted the Brotherhood left the traps and the dogs behind closed gates at the two terminals. But then the dogs should not have NCR in the name. The problem here was I was worrying to kill them since i didn't want NCR infamy. But I think they don't give.
The NCR Guard Dog creature type is CrDogNCRAggressive, and they are in the faction GeneralHostileToPlayerFaction, which is why they are hostile to the player. They are not in any of the NCR factions, so it looks like they were intentionally made that way, as I doubt making the NCR hostile after attacking them was ever the intention, though I suppose it doesn't make sense to not have an effect on faction infamy if the player does kill them. There's only 3 in the game, and there's no sign that they were ever meant to be Brotherhood dogs that had been left behind.
Sandbox6, please tell me which editors/tools can be used to rewrite this sick script. I'm zero in modding, but I want to try it and hope I will do this eventually... This bug is very very bad.
I noticed that the book "Pretty Pretty Horsies: A History of the Mongol Empire" can still be looted from Ezekiel after finishing the quest Oh My Papa. The book can not be dropped, as it is a quest item. So it will be stuck in the player's inventory.
For some reason, the NPC Fixes.esp is causing my game to crash, even when uninstalling all other mods or placing it at the top of the load order underneath the main YUP.esp.
More Containers is "safe", but it could really do with an update to fix the positions of some of them, and to not change HotelDesk02Static into HotelDesk01 as the models are different. It ends up with items clipping into the top part. A custom replacement using clutter\junk\hoteldesk02.nif would be better, like how NVDLC01HotelDesk02 uses it, but without the Dead Money items. (I've made an updated version if anyone is interested.)
The house and the rubble is all part of the same static collection model unfortunately. I'm sure someone could fix it.
Getting this visual bug in Primm. YUP russian version, latest patch, no other mods. After few save reloads, it is gone, but no idea why this glitch occurs sometimes
It's a collision sphere which has glitched to being visible. It obviously shouldn't be visible. You can try toggling TCG or TMG but it's unlikely to help. All I can suggest is reloading.
If it happens a lot and it only happens with that one you could just disable it.
The collision is only there so players would have to go through the NCR base to get into Primm instead of walking along the wall. The sphere was originally far too big.
Anyone else have an issue of unable to open the .esm with esm-esm-translator? i also use russian text one and my guess there something in Dead Money Black Jack script that's not translated properly.
Honestly, i don't know but this is the only mod in my load order that effect Dead Money minigames and Black Jack in particular. On Black Jack game it says "Time remaining:" and on roulette and slot machine this message in translated. It's small but it's drives me crazy, lmao. I don't want to blame YUP but no idea where to troubleshoot since i tried to check every mod installed and only YUP has anything to do with minigames. Guess i'll look harder...
We can't use this and YUPdate at the same time, but when I disable this as instructed in YUPdate's description, after today's update, masters for several mods go missing, as pictured:
seeking a solution. Do I simply disable YUPdate for now? Or the patches? Either one seems to have game-breaking consequences, and I'm mid-playthrough.
9756 comments
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* Not fully fixed. 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.
- Fixed Protectrons in Cerulean Robotics respawning. Reported by jogzy123.
- 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.
- Removed several instances of PCB being used in scripts that hadn't already been removed.
- Improved Cateye's fixed script.
- Replaced all uses of the inconsistent RemoveSpell function with the more reliable Dispel.
- Fixed trapped computers to only play the animation while armed, and incorrectly showing the activate message after getting hit when disarmed.
- Fixed Concealed Mine not rewarding XP and not playing a sound. Pointed out by LipSheZ88.
- Fixed Carlyle St. Clair III not rewarding XP after the speech check to convince him to go the Ultra-Luxe.
- Fixed G.I. Blues completing objective 50 which doesn't exist.
- Fixed a baby Blind Deathclaw not using the correct sounds etc.
- Fixed Ultra-Luxe being enterable by NPCs, as they are unable to get out.
- (DM) Fixed a couple of terminals missing the redraw screen flag for the Vault Security Protocols entries.
- (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.
- (LR) Fixed Nuked NCR gate using office door sounds instead of chainlink gate sounds.
- (LR) Fixed ED-E playing a duplicated beeping sound as the voice line already has it.
- (GRA) Corrected Tri-beam LR HD Caps description, as it actually gives a 100% condition increase, not 200%.
- (GRA) Fixed Sprtel-Wood 9700 firing sound, by NoBarkNoBiteNoonan.
I can't edit my old sticky from last year 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.
I'm tempted to add a fix for the president's visit so he won't use the ladder to get to and from the vertibird, and will instead go through the visitor center, as that was clearly what was intended. All it appears to need is the ladder set as "Minimal Use", and to adjust the position of the travel markers so he doesn't get stuck trying to get to the other side of the vertibird for no reason when it has doors on both sides. It makes more sense to have the marker on the same side as the roof exit. Perhaps it was originally, but they couldn't figure out why it wasn't working, so they ended up putting the markers nearer to the ladder. They could still follow Moore the other way, so it's not such a simple fix. I wasn't going to add it anyway.- Fixed Sunset Sarsaparilla Star Bottle Caps not converting into regular bottle caps after starting "A Valuable Lesson" as the script was using the wrong stage. Reported by LipSheZ88.
- Fixed Lily not having her limb conditions restored at the end of combat, unlike all other companions. Also fixed her not playing the stealth boy deactivation sound at the end of Doctor Henry's experiment.
- Gave The Tops Cashier a stay at editor location package as she didn't have any AI packages.
- Fixed Davison's script having an unnecessary variable that it was only using to check if he was in combat.
- Replaced several uses of the GetHealthPercentage function in scripts for better compatibility with custom player health mods.
- Fixed Hidden Valley shooting range paladin not equipping or unequipping his armor when he sleeps or wakes, as the trigger didn't check for his packages. It also didn't check if the Brotherhood NPCs were dead, as death means they exit the trigger.
- Fixed the NCR ranger who gets pushed off the tower still showing a message after the sniper has been killed or spoken to, and the ranger's corpse not being lootable until after the quest. It was also setting a variable to say he'd been hit by the player if the player hits his corpse.
- Fixed the Legion bomber and sniper not fleeing after failing or completing "You'll Know It When It Happens".
- Fixed the bomber not getting killed by the ranger as evp doesn't trigger fast enough, and fixed him still having the unplayable knife on his corpse.
- Fixed a ladder at Hoover Dam that had a tilted teleport marker, and fixed parts of the ladder that were incorrectly highlightable.
- Added lots of collision at Hoover Dam, so small items such as knives don't disappear in the floor around the stage.
- Fixed the presidential vertibird's flyaway animation sometimes lingering and preventing the quest from finishing.
- Fixed "Examine" blood message not going away after the quest.
- Fixed lots of actors not being persistent. They technically could all be set as such, but I've only fixed ones where they were noticeably going absent after the player leaves an area then returns.
- (HH) Fixed a couple of Sorrows spawning without a weapon during the battle in Crush the White Legs, as they were using the regular Sorrows' template. Reported by jogzy123.
- (HH) Fixed Lost Mountain Bighorner Calf not being lootable if it's dead.
1, Old Lady Gibson does not trigger EDE quest when her conversation options have been already triggered before. (this problem might be on my end idk - since im not sure if i triggered the already said dialoge option again - there was no new available speech option)
2, Helios One - There is the fenced terminal outside, first the dog didn't spawned, but when finished the helios quest and came outside 3 NCR dogs spawned there and they were hostile (im not hostile to NCR)
The dogs are always hostile. Their persistence could be changed so they would always appear, but in my experience it causes them to escape the enclosure when the gate is still closed.
Yes. The problem was with Old Lady that the quest marker and quest description strictly leads to her - and the player can't know what is going on if already triggered the dialog. I was spending 5 minutes to searching her house and spoken to her and the end i checked wiki and realized i can trigger it with other sources.
We can't know what devs wanted with the dogs. I think they wanted the Brotherhood left the traps and the dogs behind closed gates at the two terminals. But then the dogs should not have NCR in the name. The problem here was I was worrying to kill them since i didn't want NCR infamy. But I think they don't give.
There's only 3 in the game, and there's no sign that they were ever meant to be Brotherhood dogs that had been left behind.
If no, which mod could be suitable?
It can probably be fixed by giving the challenge its own script.
It's possible that removing the Recurring flag could fix it.
You're looking for the Challenge...
0015EB0D
or
NVChallengeBlind
Try removing the Recurring flag from the challenge.
Save it and load the game with your new plugin enabled.
If it works, it's got to be a better fix than removing the script.
I think I will upload it if you don't.
RemoveRecurringFromChallenge 15EB0D
Now the real question is why does the challenge get stuck for some people.
My first thought is that could be because they used 4096 and 1024 for the threshold and interval.
I wonder if it would work if they hadn't used multiples of 1024.
P.S. Thanks for this geometry fix (in yellow). But somehing still exists: board through the wall (in red). Sandbox6 please take note))
P.S.S. The bottom of the cliff does not reach the ground near Goodspring Sources:
The house and the rubble is all part of the same static collection model unfortunately. I'm sure someone could fix it.
I can adjust the cliff.
You can try toggling TCG or TMG but it's unlikely to help.
All I can suggest is reloading.
If it happens a lot and it only happens with that one you could just disable it.
The collision is only there so players would have to go through the NCR base to get into Primm instead of walking along the wall.
The sphere was originally far too big.
On Black Jack game it says "Time remaining:" and on roulette and slot machine this message in translated. It's small but it's drives
me crazy, lmao. I don't want to blame YUP but no idea where to
troubleshoot since i tried to check every mod installed and only YUP has
anything to do with minigames. Guess i'll look harder...
https://postimg.cc/gallery/WgXvvdF
Still, i am very appreciated for your help and quick answers. Don't want to anoy you with something outside of YUP.
seeking a solution. Do I simply disable YUPdate for now? Or the patches? Either one seems to have game-breaking consequences, and I'm mid-playthrough.