First of all: THANK YOU, KILLAP!!!
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Second: Killap, if you tell me your bitcoin address, I will be more than happy to send you a donation for all your hard work.
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Third. Bugs: https://mega.co.nz/#!V5EkSYKD!bZ-qG3NB2rIsA6NOufQEaQ9HP6kO5nSUQ6TiYIRUhT8 (you'll have to select and copy/paste the link into a browser manually, because it refuses to be recognized as a link by this forum; probably because it contains unusual characters).
This is a zip file of 34 saves, each with different bug. I will explain each bug, and a slot number of the save, containing the bug:
SLOT 11: Karl in the Den, won't talk to me, and I can't finish the quest of bringing him back to Modoc, if after delivering the message from "ghost farm" to Jo, I choose to say "that's' not what we agreed on, tell me where the GECK is NOW". That way, the quest of solving the ghost farm problem peacefully becomes impossible to complete, but not crossed out. People in ghost farm still expect me to solve it, but I can't, because Karl won't talk to me.
SLOT 12: Go to Shark Club in New Reno, talk to pit boss, ask about the "old man near the slot machine". He will answer "that is old man Mcgee.
He was sure pissed about you winning his fortune", although I never interacted with McGee at all (nor with "his" slot machine).
SLOT 13: If you talk to Louis Salvatore while standing behind him, and get him pissed off, he will "sound an alarm", but it is bugged, because it will not activate until you get in from of him. You could potentially get him so "sound an alarm" and still leave the club unattacked.
SLOT 14: Wrong text. Big Jesus asks "Louis Salvatore lives. Why have you returned?" and Chosen One's answer is "No, I shall return when I have killed him". That was not a "yes" or "no" question, was it?
SLOT 15: In random Yakuza encounter, half of the Yakuza members simply run away without fighting, although unhurt and unharmed in any way. (the same game in from the middle of fight; had no possibility of making a non-combat save).
SLOT 16: Unreachable bookcase in Vault City (the one I'm closest at).
SLOT 17: In Vault City courtyard, fix Old'Doc, then talk to Doctor Andrew. Tell him about fixing the doc, and then you have the choice of asking for money/discount or saying you need nothing. If you tell him you need nothing, you get +2 karma, if you tell him any other choice, you get nothing. The problem is, that you can tell him about fixing, ask for money, get nothing, then talk to him again, tell him about fixing again, then tell you need nothing, and still get +2 karma. Getting +2 karma should only be possible if you asked for nothing the FIRST time when informing Andrew about fixing.
SLOT 18: Tried talking with skeeter for the first time ever (in this playthrough), he sees that I have super-tool kit, and offers to trade it for fuel cell controller. The problem is, that we never talked before, I and need to access his "normal" dialogue, but to do that, I must either to trade him the super-tool kit or to drop it, before talking to him.
SLOT 19: When talking to the large molerat in Gecko, if I choose "Why don't you tell me about those action you are proposing", the dialogue window simply closes and nothing happens.
SLOT 20: Wrong text. While talking with the same big molerat, if you choose "I just want your molerats to
stop attacking Vault City's patrols", he answers "and here I thought you were concerned for the
well being of Vault City". Well, that's exactly what I just said, isn't it? He should only say this text, if I ask him to stop attacks because it hurts the village people, and not Vault.
SLOT 21: Probably not a bug really. After killing the big molerat, I get -25 karma, and then -10 karma. The logical way, would be to get -35 karma, but maybe that's just the way the engine works.
SLOT 22: Not sure if bug. I already convinced the Dunton brothers to stop rustling the brahmin, but the quest "find out who is rustling the brahmin" is still not crossed out.
SLOT 23: Nasty nasty black lines, in Redding, when the rats are fighting in the ring. The fight starts, then follows 5 - 10 seconds of screen flicking and black lines while they "fight" (without any sound effects; that's probably another bug), and then one of the molerat's head explodes and everything goes back to normal. Hilarious, but still a bug. (this was reported before, I know).
SLOT 24: Talk to woman arranging bets on molerat fights. Choose "I want to make a bet", and then you get 4 choices: "bet on rat 1", "bet on rat 2", "sit the fight out (bet on no one)" and "I've had enough, goodbye". The problem is, that 3 and 4 choices are identical, the fight still happens, and you get to same chat/talk after fight. I think, that choice 4 should simply quit the dialogue, without starting the next ring fight.
SLOT 25: Arrive to Redding, talk to Morningstar mine owner, agree to search for mining chip, then go talk Kokoweef mine owner, and she will ask "how is the search for the mining chip going", although it is the first time I ever talk to her. If I talk to her without agreeing to search for the chip for the Morningstar mine, then it doesn't happen.
SLOT 26: Not sure if bug,. Talk to Francis in Broken Hills. He will not speak with you, only will tell you "I do not associate with scum". I have +98 karma, and I am "neutral" status in Broken Hills, how is that considered being "a scum"?
SLOT 27: The Geiger Counter I have if bugged. I can't sell it, I can't even give it away for free, because the shopkeeper (any shopkeeper) will just say "your offer is not good enough".
SLOT 28: Wrong text. Talk to mutant guarding jail, he will ask you "You again? What do you want?" and the Chosen One's answer is "Err... no, not really". That was not a "yes" or "no" question. (I believe the mutant should ask "can I help you?" instead).
SLOT 29: Not sure if bug. When I ask Marcus "What weapons can you use", his answer is not voiced.
SLOT 30: Not sure if bug. Is the "tag!" perk supposed to be retroactive? Retroactive means that if I "tag" a skill, that I have put some skills point into before, then all those skill points added in the past, get immediately doubled.
SLOT 31: Not bug, I am sure now. But still, would be nice to know, what is the exact difference between "ranger" and "explorer" perks (besides the +15 outdoorsman). What exactly does this mean: "Higher chance of finding special places and
people in random encounters". Higher chance of "finding special people" (if so, then who are these "special people"?)... or, higher change of "finding people in random encounters" (what does that mean, in practice?).
SLOT 32: Serious bug.
In sierra Army Depot, the turrets won't attack your party members. That means, that you can start a fight, run away where turrets can't reach you, and then have Myron destroy all the turrets with his fists (will take a lot of time though, but still...huge exploit potential).
SLOT 33: In New Reno Cat's Paw, if you ask to buy sex for companions, and choose Skynet (read a book for Skynet), the screen will fade to black (that's normal) and the game will hang (the screen remains black, had to ctrl+atl+del to go back to windows). Very curiously, it seems, as when the screen fades to black, it gets refreshed again and again without limit. After returning to windows, and trying to open the (still running) fallout window again, I briefly was able to see the words "THE END" written on the fallout screen, until it got refreshed to complete blackness again.
SLOT 34: With some bookcases (like the one I'm standing nearest to), if you press on the lower right corner of the bookcase, instead of "opening" the bookcase, the Chosen One will instead try to "pick up" the bookcase, and get the message "you can't pick up that item, you are at your maximum weight capacity". Interestingly enough, this bug existed even in the first fallout, so maybe it is unfixable?
SLOT 35, SLOT 37, SLOT 38: Skynet keeps twitching weirdly and won't move after the combat. The only way to "fix" him, is to tell him to put away his weapon.
SLOT 36: Not sure of bug, and this is not particular to this save game. Marcus has a plasma rifle, from which he can fire two shots each round. He does that happily, BUT if his first shot kills someone, then he will just end the round and won't fire the second shot. I believe this is relevant not only to Marcus, but other companions too.
SLOT 39: Not sure if bug. In New Reno, if you try to pick Wright's safe, and trigger the trap, the safe becomes bugged (unopenable) - you can still try to "open it" (obviously, it will still be locked, and you get the message that it is locked), but if you try to "pick" it again, nothing happens (picking animation plays, but no message, no anything).
SLOT 40: In New Reno Arms, if you stand very close to a wall (from the outside), Eldridge can shoot you through the wall, while being inside (there are no windows in the wall, so this must be a bug).
SLOT 41: Not sure if bug. Peasant in NCR does not talk or react at all (any other character at least gives you "flying" text, this one does not do absolutely anything).
SLOT 42: Missing dot. When talking with Saltbeef Bob, one line says "You're a feisty one, old timer" , it should be "You're a feisty one, old timer
."
SLOT 43: Missing dot. When Saltbeef Bob asks you for your name, the answer is without leading dot (it says "Alex" , it should be "Alex
.") (of course, "Alex" would be the name you chose for your Chosen One, but the dot is still missing).
SLOT 44: ....................I completely forgot what the bug was supposed to be here....will edit the post if I remember.
And, lastly, no save needed, and not a bug
per se, but the karma penalty for digging up a grave is way
WAY too high. C'mon, -5 karma for digging a grave, and -10 karma for killing an innocent person? Two dug up graves = one murder? This is ridiculous, although I suppose it was in the original game. The penalty should be -1 or 0.