Fixes since Nov 2006.
Corrections to my personal changes:
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•You can no longer heal the sheriff's leg. It doesn't make sense since it conflicts with his dialog and the purpose of you helping him with tasks. Plus the doctor said all he needed was rest and that the leg was already looked at and all that is needed is time to heal. Since you also cannot heal Cookie in Navarro this change back to the original setting makes sense.
•Continued to tweak the San Fran fights. I think I got it this time. I played through the matches 3 times and never got stuck.
•Fire Geckos in the "Toxic Waste" special encounter no longer carry Sam Pritchard's map instead of a fire gecko skin.
•Chuck is now removed when he is fleeing and you exit the Broken Hills mine.
*Before he would stay where he last ran to and only continue moving when you re-enter the cave.
•Randal in the Amenities office no longer forgets he scanned your fake citizenship papers.
•Completely rewrote Merk's travel code. He never gets stuck, he is always present when he should, and his bodyguards are always there when he is.
•Digging up Sam Pritchard's grave now yields the map. (before it said you got a map but a map never showed up)
*Pritchard's grave can now be looted like all other graves. This was not possible before.
Arroyo
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•The dialog line "Thank you for your help." was incorrectly labeled as a "Bad" response.
Klamath
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•Buck Dunton no longer gets angry at you when you call him Buck
•It was impossible to obtain XP for freeing Sulik through Maida's dialogue. This is no longer the case.
*Also possible to get XP for freeing Sulik through the quest.
Den
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•After saving Vic, if you talk to him with having a full party, he says that he'll wait for you at Mom's but he would never leave the room. This has been corrected.
•Unlocked dialog float when Vic enters his house in Klamath (this was unobtainable before due to 1 missing line of code.)
•After attempting to steal from you the orphans' animations would appear to become stuck. This would cause them to appear to not have death animations if you killed them when they are in this state. This has been corrected.
Redding
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•Altered dialog of Caravan "castle" guy to greater clarify when the caravans arrive.
New Reno
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•Boxing fixes:
*It no longer says you beat the masticator if you fight and defeat his replacement
*Camera now centers on the announcer when the match first begins (no longer is the opponent outside of view)
*Stuart Little no longer disappears when you lose against the Masticator and tell Stuart you want to rest before fighting again.
*After becoming prize fighter (defeating all the boxers) it now says you become "Heavyweight champion of New Reno" This line of dialog was never being displayed before.
•If you enter New Reno via Commercial Row you will start in the upper left corner while your car is in the lower right. The same thing happens in the east side of The Den. Both instances have been corrected.
•Lil Jesus no longer chastises your Melee skill if it is extremely high (295+)
•Bishop's guards at the bottom of the stairs now recognize you if you are doing quests for Bishop.
•Tweaked Bishop's safe so it no longer says ("you cannot repair") when you change the combination or ("you find no traps") when you do indeed find and disarm traps.
•It is no longer possible to tell Mason you solved the Llyod situation before ever speaking with Llyod.
•Fixed message error when damaging Wright's still. There was a duplicate line which could potentially cause a crash. In addition, the line that you destroyed the Wright still was never being displayed.
•When digging up the ghoul on Gologotha, there is some grey text which goes by too quickly to read. This text was actually part of the float he gives before you dig him up and thus was not supposed to be displayed anywhere. This has been fixed.
•Going down Llyod's hole by means other than dialog would cause your NPCs not to follow you down the hole.
NCR
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•Talking with a patrolling slaver guard in NCR from behind the fence no longer causes him to think you are trespassing.
•Threatening Dr. Henry in NCR and failing a speech check now causes guards to come running. This was broken before.
•The policeman who opens the door to Oswald no longer gets stuck in certain cases.
*Added dialog for dumb characters to speak with Oswald (dumb characters have the option to speak with him, yet this is impossible since dumb characters can never get dialog with Karl to see Oswald)
*Fixed bug where dumb character would talk with him and if party members were not present, Karl would refer to them.
•Doofus in NCR is no longer named Skeeter when you hit the review button.
•Vortis will no longer get stuck in his room or on the way to his room.
*Added dialog line when you speak with him when he was on his way to the back room. He would attack you if you talked claiming you are breaking in the back room even though you are talking with him in the main room. Now he will tell you to come back in the morning if you talk with him as he moves to the back room. Once he hits the back room (and you enter it) he will yell at you and call for guards like he did before.
•The overseer at the Slave place in NCR will no longer attack you when he is in the main room. He will only attack when he is in the back room and you try to enter it.
Sierra Army Depot
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•If you release one of the viruses in the SAD the game says you have 4 minutes to evacuate but the game kills you after only 1 minute. This is no longer the case. The original intent was that you have a minute per level of the SAD to evacuate. Thus 1 minute to exit level 4 before dieing, 1 minute for level 3, etc.
*Fixed a message error that caused an incorrect line to be displayed when you hit the end of the timer.
Vault City
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•The Raider's account book is now removed from your inventory after you show it to Lynette in Vault City.
•It should no longer be possible to lose the back end of your car by leaving it at the gate, going to another town, saving/loading and returning to Vault City.
Gecko
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•Lumpy and the dogs in Gecko now evacuate the location after the reactor blows. The lacked the code to do so before.
Vault 15
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•Fixed glitch with the forcefield in the Vault that made it impossible to disable.
Modoc
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•Guarding the Brahmin now has a Pipboy entry.
•Brahmin no longer get stuck in the pen when you let them escape.
•Fixed bug where Bess would get outside the gates, but not off the map which wouldn't trigger the reputation and karma change.
Navarro
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•When hanging around the locker, it no longer says you "received the k-9 motivator" when you are carrying the FOB
•The quartermaster in Navarro, now correctly directs you to the Power Armor locker. Before he would just keep telling you to come back later. A very dumb bug caused this to occur.
•It was possible to get stuck in combat even when you were not in view of anyone/anything.
•It was possible for dialog to end with Cookie and then reopen again without the intent of the player.
•Chris now carries a radio with him. (since he uses it to call for help)
•If you Super Stim the Navarro Commander to death and then tell the guard outside you're there to clean the commander's room or retrieve the FOB the guard speaks to the dead commander to inform him of this. Some code was added to check that the commander is alive and thus act accordingly.
•Fixing K-9 as an evil character caused two floating text lines to appear right on top of each other after dialog ended, making both impossible to read. This is no longer the case.
San Fran
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•There is now a greeting text when you enter.
•If you happen to have both the quest to kill the Emperor and AHS-9 active, completing one will automatically cause the other to be crossed out (failure - since you become the enemy of the other side now)
•Slowed down the floating text over AHS-7's head when he gives you a zeta scan. It was almost impossible to read before.
•Peasants no longer move about (thus use turns) while you fight in the ring.
•If you get the hardened armor from Crocket but remove it from your inventory and speak with Dr. Jing again, you could reinitiate dialog and get the quest all over again.
Misc
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•Bartering is disallowed for Festus in Gecko.
•Fixed some issues with Marcus and how he goes hostile if attacked.
•Corrections to even more typo and grammar mistakes
•If Cassidy dies (before he is recruited) his bar would never close and would continue to operate without him. This is no longer the case.
•Lone Traveler had a missing dialog line when critter gives directions.
•When you encounter "Holy People" combat could never end until everyone is dead (even if you were out of view)
*They now have descriptions when you 'look at' them.
•If you run out of gas on a town circle, entering the town will make make your appear so you can refuel. Thus, no longer should you lose your car by running out of fuel over a town circle.
•Slaver and Marauder random encounters will now have NPCs which are able to use the HK Caws that are given to them. Before they used models which could not fire the guns.
•Wild Brahmin encounters modified: Now wild brahmin scripts will do stuff (ie "mooo", wander around, etc) Before the script for wild brahmin had nothing in it and thus the brahmin would stand around and do absolutely nothing.
•Merchant Guards from Den Caravan's are no longer acting independent of their master.
*Hopefully this should also fix up issues with encounters of Den caravans fighting other caravans.
•It is no longer possible to slide off the map when the Big Stone head kills you.