@Sduibek
just finished hybrid playthrough of alpha 7.0/7.1 of FIXT switched to 7.1 around Boneyard (during dethclaw powerleveling)
I can confirm that bug with Ian current/max HP being screwed up was fixed rest of the npc's was working correctly since alpha 7.0
Bugs that I have found:
-there is no way to get: "Find spy among the followers" quest active in your pipboy since teamX removed the dialog option from the ghoul in follower basement somwhere around 1.3.4 patch. for now I made a workaround by simply talking to restored Heather (a.k.a. the spy) and telling her i'd kill her and after killing her nobody around there seemes to care one bit.. and additionally You get the quest as already crossed out in the pipboy (the quest was not active but killing her without the quest marks it in the pipboy as crossed out/compleated)
-i got no holodisk from Razor (Blades boss) although she states she gives me one.. so there is no way of aproching zimmerman with the holodisk in hand after giving weapons to the blades (just before the fight for Adytum, razor line I'll talk to zimmerman first) zimmerman just tells me to kill razor because there is no line tegarding the holodisk , because i don't have it, not to mention there is no pipboy entry from that holodisk.
-the holodisk from mrs. stapleton in the hub is still marked as "Error" after adding it's contents to Your pipboy.
there is one ghost entry in the pipboy (it's not listed it's just an empty space between two entries as if it was written in space button as characters) and there is one entry that has 15 pages of "Error" written line under line
-when fighting in military base i got wierd debug info in log window like "dude pos." followed by some numbers and a couple of other info wich i assume is debug info
-Mr.Handy in the military base after joining Your party speaks only in float, follows You anywhere but You can't make him step aside or slefheal and he sometimes corners you and You can't talk to him to get the fuck out of the way You stated it as not correct behaviour but it hasn't been fixed since Alpha 6.7.3 and it's still broken in Alpha 7.1
Feature request.
Since moving to Fo2 engine where follower NPC's do have carry weight limit on the contrary to Fo1 there is a potential problem of having to travel back and forth from raider base to nearby city (eg. junktown) because after killing all theese raiders there is so much loot from them that even with 10 str and IAN in party one is not goint to be able to carry it all at one go.
to counter this eigther make theese two slaves You rescued a temprary party (eg. two battered scarred girls left aroud a pile of bodies in a middle of nowwhere could be escorted to nearby city [shady sands or junktown] and they'll help You carry Your stuff. Or alternatively there can be additional npc at the raiders map in already closed prison cell #2 next to the one where tandi is held hostage. this NPC could join Your party after the fight and be a permanent party member.
as of how he could be like he could have 10 STR so carry weight limit would be 275 additionaly as he levels up new proto files could have carry weght limit further pushed upward (it could simulate picking of carry weight perks or pack rat perk by that npc) so he could max out at 475lbs wich is a legit in game limit of 10str (275lbs)+3x strongback perk (3x50lbs)+pack rat perk (50lbs)=475lbs he could specialize eigther in unarmed/melle or energy weapons (yes there would be finally a use for that second turboplasma rifle found in game [as if nobody knows one of the super mutants in master's vault has it - level 4 where the nuke is] as of how could he look like I thought that he could use a black male model in game his name could be for example Jo (as this falls in nice in the southwestern folklore) not to mention black male model is fully supported in terms of graphic (be it armor and/or weapons) by Fo2 Restoration project (sgt. Cat Joules uses this model) so all the frm's are here just need to put them together. As of how Jo could behave well Jo could be a mercenary for hire so to hire him we'd need to pay him in caps this may sound wierd but a script for such a person already exists. it's probably never been used but belive me it exists it's a part of cpt.Corpse cheating tool for Fo1 there are additional scripts to use with this mod and i fiddled with the cheating tool way back when there was no FIXT yet there was an option to pick a script from a number and attach a proto to it so i i tested those scripts one by one and on a Super Mutant Lieutenant proto and i actually got myself a lieutenant mercenary for hire canYou belive it!!! so I'm quite sure this can be retrofitted into a black male model to have that extra carrying power we'd be missing in Fo2 engine..
So tell me
@Sduibek what do You think of this