Hard requirement, if you're not using it yet, you probably should
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Author notes
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Fixed the Gas Trap Performance Fix disabling when loading a save due to use of SetEventHandlerAlt when the original SetEventHandler suffices.
Version 1.5.1
Added Gas Trap Performance Fix by Stentorious.
Remoed the creature DR fix from the companion suite, as this is now fixed at an engine level by Stewie's Tweaks.
Version 1.5.0
Added a new fix to automatically toggle ironsights on the GRA version of the Laser Pistol depending on whether the Laser Pistol Combat Sights weapon mod is attached. This can be toggled in the INI if you are using a mod that adds ironsights by default or something.
Made the order of forms in the Deathclaw Pro Hunter formlist match that of vanilla and YUP to prevent xEdit spuriously flagging it as a conflict.
Marked the file as an ESM for easier load order sorting in [current year].
Version 1.4.9
Added a new option, bY3RadRemovalEnhanced (enabled by default), which replaces the functionality of the vanilla Y3 Implant from Old World Blues so that radiation on drinks is actually removed rather than being counteracted retroactively. This is fully scripted and will support mod-added items automatically as long as they are correctly added to the vanilla formlists.
Version 1.4.8
Ported and improved a fix from JSawyer Ultimate that allows the fortify health effects on food items to display separately to the health restoration effects. Unlike the fix in JSawyer Ultimate, this can also be expanded to mod-added items.
Improved the Two-Step Goodbye critical fix to exactly replicate vanilla explosion behaviour and dismemberments without workarounds.
Version 1.4.7
Removed Restoring Hope Quest Morale Fix, as it does not actually seem like this was present in the unpatched version of the game like the Wikia states.
Removed the Offer to Permit Annexation note so that it can be included in a cut content mod.
Version 1.4.6
Fixed Two-Step Goodbye explosion not affecting the player.
Version 1.4.4
Added global for mod version number.
Version 1.4.3
Tweaked fix for Offer to Permit Annexation note to prevent the player from receiving the note in unintended scenarios if the securitron vault was not destroyed.
Version 1.4.2
Fixed vanilla oversight where player was not given Offer to Permit Annexation note when destroying the Securitron vault. Note that this does NOT alter the vanilla quest line.
Version 1.4.1
Fixed incorrect detection of whether Universal Pyromaniac Buff was being used.
Fixed the ragdoll exploit fix not being applied.
Version 1.4.0
Removed Dead Money - Christine has more Skills (moved to Essential DLC Enhancements Merged, because it fits better there).
Removed Dead Money - Missing Return Options (same as above).
Made the INI more readable.
Version 1.3.3
Fixed the player weapon reload while knocked down exploit fix, again
Version 1.3.2
Fixed the player weapon reload while knocked down exploit fix, which had stopped working as of late
Version 1.3.1
Fixed Weapon Repair Kits not using the Repair skill if the "FO3 Repair" option was disabled in JIP LN
Version 1.3.0
Prevented the return of clothing items in the vending machines if you have them equipped, to avoid their effects becoming stuck
Fixed the Weapon Repair Kit effect so it avoids wasting them when your weapon is at the max possible condition
Version 1.2.9
Fixed the critical fire effect of the Cosmic knife Super-Heated being applied on the player instead of on the enemy
Disabled the Reload Animation Fix component if using version 8 of the kNVSE plugin, which fixes this at the engine level
Forgot to add the new and fixed critical effect script to the Sonic Emitter - Gabriel's Bark
Version 1.2.8
Added the GRA merchant container respawn fix from Mojave Arsenal. This version of the fix is functionally identical to Mojave Arsenal's but has been edited to be non-NVSE.
(The following removals have been made as they are now included in YUP 12.1)
Removed DLC XP fixes.
Removed updates to AlchoholicDrinks, NonAlchoholicDrinks, and NukaBottleDrinks formlist (undocumented on YUP's page).
Removed the addition of Rushing Water to WaterLIST formlist.
Removed updates to NVDLC03PerkRelatedAllFoodLIST, NVDLC03PerkRelatedAllChemsLIST, and NVDLC03PerkRelatedAllStimpaksLIST.
Removed change to fItemConditionValueMult GMST (which constituted the max condition value fix).
Removed update to the Professional, to allow it to capture mod-added weapons.
The change to Sneering Imperialist has NOT been removed despite YUP including a similar fix, since UPNVSEP uses the NVSE condition GetInFactionList and an associated formlist, instead of having separate conditions for each faction. This is slightly easier to expand.
Version 1.2.7
If bEnableFO3Repair is enabled in JIP LN NVSE's INI, Weapon Repair Kits will now conform to the item condition cap based on your repair skill.
Version 1.2.6
Removed extra file included in the download by accident.
Version 1.2.5
No functionality change. Minor change behind the scenes to conditions on the Companion Suite ability to match the structure in YUP, so it looks less like a conflict when viewed in xEdit.
Version 1.2.4
Removed some errant scripts that had accidently been included because my GECK went mental and (somehow) started saving scripts from other mods into my files.
Version 1.2.3
Fixed a potential crash with the Two-Step Goodbye critical effect by replacing the fix with the simpler version from UPNVSE.
Version 1.2.2
(This update was all miguick.)
Removed a fix that prevented ED-Es from triggering mines, as YUP now fixes this by flagging them as flying.
Fixed ARCHIMEDES damage, which was missing in the last update.
Simplified the Sneering Imperialist upgrade by using JIP's GetInFactionList condition. xEdit may flag this as an error as it doesn't recognise the condition yet, but all's good.
Version 1.2.1
Fixed a maybe sort of crash that could possibly occur if a destructible object was hit with your last grenade.
Added Spears-type weapons to the Melee Weapons Damage Destructibles fix. In the vanilla game, fire extinguishers and some primed explosives are the only kinds of destrctibles, btw.
Added an automatic disable for the Pyromaniac fix if you are using mig's Universal Pyromaniac Buff. Use both? How much of a pyromaniac are you?
The upgrade for the Super-Heated Cosmic Knife will now work even if you don't use the Pyromaniac fix.
Version 1.2.0
(Update by miguick and PushTheWinButton)
Improvements to the Pyromaniac fix to remove some jank and the need for record edits.
The Pyromaniac fix now supports mods which change the projectile for the .50MG Incendiary round.
Added Pyromaniac fix support for critical effects on the Super-Heated Cosmic Knife and Saturnite Fist.
The damage dealt by the critical effect on the Super-Heated Cosmic Knife will now be attributed to the player.
The Pyromaniac fix is now implemented if Ammo Script Fixes is installed, as an equivalent fix is not included in that mod.
As an additional note, Unofficial Patch NVSE Plus includes all the features of Scripted Ammo Fixes with the exception of the Recharger ammo changes (YUP mostly fixes this, but Scripted Ammo Fixes does it a simpler NVSE way). However, Unofficial Patch NVSE Plus implements some of the fixes slightly differently, circumvents a strange bug with the CastImmediate function, and the Pyromaniac fix covers some additional items not covered in Scripted Ammo Fixes, including critical effects. If you use Scripted Ammo Fixes, Unofficial Patch Plus's versions of the fixes will be disabled.
Version 1.1.2
Fixed, simplified, and reimplemented the ammo script effect fix. Also included a workaround for the JIP CastImmediate function, which can cause distant actors to be damaged by effects the player inflicts on themselves.
Fixed a minor error in the DLC XP fix script, spotted by sandbox.
Corrected a typo in the INI.
Version 1.1.1
Added a new INI option to enable increased damage over time on burning effects if you have the Pyromaniac perk.
Disabled the ammo effect fix temporarily due to what appears to be a bug with the NVSE OnHit handler that can cause a crash. Use Ammo Script Fixes or Scripted Ammo Fix instead for now.
Corrected a typo in a Dead Money return recipe.
Version 1.1.0
Added Pyromaniac incendiary ammo fix: burning effects on vanilla incendiary ammo types will receive +50% damage if you have the Pyromanic perk
Fixed a type in the INI file (and the script that generates it).
Version 1.0.1
Fixed an error in the Sink Jukebox exchange script.
Removed bush sound effects, as these are now included in YUP.
This supersedes both Unoffical Patch NVSE and Unofficial Patch Plus. If a mod description recommends that you use either of those mods, you should now use this instead.
This mod was compiled (from scratch) by PushTheWinButton and polished/updated by miguick and TrueVoidwalker. The removals, inclusions, and optionals have been discussed and agreed on by the team, to ensure there are no overreaches or omissions.
What's Included
Equivalents of the following mods are included. In almost all cases, the fix has been entirely remade using modern methods.
Deathclaw Pro Hunter Challenge Fix by Asterra: Makes all Deathclaws, across all DLCs, count towards the Deathclaw Pro Hunter challenge from Gun Runners' Arsenal.
Euclid C-Finder NVSE Upgrade by Nekhanimal and miguick (bug-fixes only, optional increased damage): Attributes all damage dealt by the ARCHIMEDES II orbital strike to the player for the purposes of XP rewards (in vanilla, the damage has no source, so the player doesn't get credit for any kills it makes). Optionally, the damage of the strike can be increased from 150 to 1500, as this is commonly seen as a typo.
Explorer Perk Extended by Alasyre: New locations added by mods after taking the perk will also be revealed on your map.
Explosives Immunity Fix by deathblz (optional): A fix for a bug in the vanilla game that would cause some creatures to be immune to explosions due to a misused function in a spawning script. This fix is not required if you have always used YUP, as YUP removes the function call. However, YUP cannot retroactively fix this bug, whereas UPNVSEP can.
Ferocious Loyalty NVSE Upgrade by miguick: Fixes a bug that can cause creatures to receive double the intended DR bonus, and allows the perk effect to work for all DLC and mod-added companions (in vanilla, it only works for vanilla companions).
Gas Trap Performance Fix by Stentorious: Swap the OnHitWith block in the gas cloud scripts for more efficient NVSE events to reduce script lag in certain areas, particularly Vault 22.
Ghouls Glowing Spell Fix by CivisRomanus: Prevents the Glowing One and Reaver effects becoming stuck after the ghoul dies.
Ghoul Rad Tweaks by miguick (bug-fixes only): Fixes a vanilla effect that was intended to heal ghouls when they are exposed to radiation.
Knockback Fixes by miguick: Fixes various bugs relating to knockdown effects, most notably that in vanilla the effects can trigger without an attack actually connecting.
Light Armor Perks Lutana Upgrade by miguick: Simplifies the conditions on light armor perks by using JIP LN NVSE functions to detect light armor by type, rather than referring to a list of predefined armors as in the vanilla game. This also means DLC and mod-added armors are affected by these perks.
Old World Blues Perk Sanity by miguick: Uses script handlers to reimplement the effects of several perks from Old World Blues, rather than using the intensive vanilla chunks of code that run at a high frequency.
OWB Toaster and Jukebox Weapon Condition Fix by hexef: The durability of Sonic Emitters and Saturnite Fists will be preserved when exchanged at the Jukebox and Toaster in the Sink.
Reload Animation Fix - Lever-Pump-Single Action Guns by HeroinZero: Fixes a bug that would cause animations to become stuck when reloading some weapons whilst moving. This version of the fix has been rewritten to use handlers and also works for controllers. It will not be enabled if you have the kNVSE Animation Plugin installed.
Sneering Imperialist Expanded by miguick: Changes the perk conditions to detect raider types by their faction, rather than their race. The 'raider' races were also used for other unkempt-looking NPCs, which means they too would be affected by the perk in the vanilla game.
Two-Step Goodbye NVSE Upgrade by miguick: Attributes the damage caused by the Two-Step Goodbye critical effect to the player for the purposes of XP, and also makes the damage count towards Explosives challenges. The fix included here works differently to miguick's original, but the result is similar.
Weapon Repair Kit Repaired by RoyBatterian and LuthienAnarion: Makes Weapon Repair Kits work properly for weapons with mods that increase their durability, and also increments the "Items Repaired" misc stat. In addition, this version of the fix plays a repairing sound effect and will prevent you from using a repair kit if you have no weapon equipped or your weapon is at full health already.
In addition, the following original fixes are included.
Stimpak Taken Stat Fix: Super Stimpaks, Auto-Inject Stimpaks, and Auto-Inject Super Stimpaks now increment this stat. Expired and Homemade Stimpaks from JSawyer Ultimate are also affected.
DT Multiplication Perk Fix: The effects of Brainless, Big Brained, and Marked are now properly fixed, so your DT will be multiplied by a given amount as intended. This overrides YUP's workaround fix.
Companion Suite (optional): Restored the Companion Suite perk for companions as originally intended. This perk adds some buffs and debuffs to things such as companion damage, carry weight, and damage resistance. A scripting error meant that this was non-functional in the vanilla game.
Gun Runners' Arsenal Merchant Stock Fix: Implements a workaround to prevent a vanilla bug where a merchant's GRA stock would respawn every time their cell was reentered (e.g. Chet's GRA stock could be reset by exiting and entering his General Store). (Non-NVSE)
Pyromaniac Damage Fix (optional): Burning damage from weapons and incendiary ammo types will receive +50% damage if you have the Pyromaniac perk, as is inferred by the perk's description.
Knockdown Exploit Fix: Fixes a bug which lets you immediately cancel a knockdown by swapping ammo types.
Melee Weapons Damage Destructibles: Allows melee weapons to damage destructibles. Courtesy of RoyBatty and Xilandro.
Super-Heated Cosmic Knife Critical Upgrade: The extra burn damage caused by the critical effect of the Super-Heated Cosmic Knife will now be attributed to the player (or any other attacker).
Food Health Buff Fix (optional): Forces health fortification effects on food items (like those from the Them's Good Eatin' items) to display separately to the health restoration effects to prevent display bugs. The vanilla behaviour causes the two to mix together and provide incorrect values.
Y-3 Implant Enhanced (optional): Improved the functionality of the Y-3 Implant perk, so that radiation is actually removed from drinks, rather than being counteracted retroactively by a script. Automatically supports any drinks placed in the relevant vanilla formlists, without the need for any patches.
Ammo Script Fixes Lite: Reimplementation of ammo scripts using event handlers to decrease the performance impact. See Ammo Script Fixes for more.
The fixes below have been removed as they are now included in Yukichigai Unofficial Patch version 12.1 onwards.
DLC XP Fix: Corrects some quest counts and act multipliers used in script calculations so that all DLCs provide the full XP that was originally intended. (Non-NVSE)
Max Condition Value Fix: A very minor edit so that max condition items will reach their full intended value, rather than being a few caps short. This wasn't the case in the vanilla game due to a limitation in the GECK. (Non-NVSE)
Rushing Water Challenge Fix: Adds Rushing Water to the list of items used for the "...And Not a drop to Drink" challange. (Non-NVSE)
Formlist Updates: adds some items that were clearly missing from Old World Blues perk lists (healing items, chems, and food) and animation lists that have not been updated since Fallout 3 (Nuka Cola drinks, alcoholic drinks). These have not yet been included in YUP. (Non-NVSE)
The Professional Perk Upgrade: Added some extra conditions to The Professional perk so that it can capture mod-added weapons that have not been correctly added to the appropriate weapon list for the perk. (Non-NVSE)
Recommended
The following mods include additional fixes and are highly recommended. Please read their descriptions for more information.
This mod can be safety uninstalled at any time and will have no permanent effects on your game. Just delete the file and you're good to go.
Customization
This mod comes bundled with an INI that allows a small number of features to be toggled on and off. Full details are provided in the file. If you delete the INI, it will be regenerated with the default options (probably in your overwrite folder, if your mod manager has one).
Credits
The following authors' work was used as inspiration for many of the fixes included in UPNVSEP, so all the relevant credit goes to them.