[Arroyo - Village]
::Aunt Morales
--If you end up needing to trade her 3 healing powders for the flint, she'll give you a piece but still have one in inventory, allowing you to steal a second. She'll also still just give you this second piece should you fail to steal it twice.
--She can be talked into (speech check) giving you the flint after you already stole it, though in this case you don't actually get a second piece. You DO get the 50 EXP for it though.
[Arroyo - Wilderness]
--Should you enter this map and then leave without looting the body in power armor, when time passes and it turns to a puddle of blood, you can not see or pick up the yellow key card. This is obviously mainly a non-issue, since it's essentially a "dead item", but I thought I'd mention it in case some add-on might plan a use for it or the like.
[Klamath - Town]
::Torr
• Telling Torr that you are not ready for his quest and then asking him again would cause him to no longer offer the quest. This is no longer the case.
--This works properly if you go to node 3 and THEN say you can't help right now, but if you (at node 2) pick the second line saying you can't help with that, Torr goes into "float-only text", locking out any future dialog. This also happens if you exit dialog using the "0 cheat" at node 1 or node 2.
--If you tell Torr you CAN help (in node 2), but then say you can't help right now (node 3), the quest already appears in your status screen. Uncertain if this is intended or not.
::Mrs. Buckner
--Only gives any karma for either the Rescue Torr or Rescue Smiley quests if you free Sulik as a reward. Per's guide suggests that taking money (or no reward if you already freed Sulik) should still give some (albeit less) karma. At least, this is specified for the Rescue Torr quest. The Rescue Smiley quest makes no mention of karma one way or the other, but it seemed to me that prior to patching, there was a minor karma award for both these quests if you chose money (or no reward with Sulik already free). In any case, as it stands, you can only get karma for one quest or the other and only if you free Sulik as a reward for that quest.
::Maida Buckner
--If you Rescue Torr, and report to Maida first, asking her for Sulik's freedom, he's freed and you get 500 EXP as usual, but she awards no karma. Since Mrs. Buckner will no longer offre his freedom as her reward, you end up missing out on the chance to gain any karma for either rescue quest. Basically, since unlocking her "reward" dialog gives another method of finishing the quest, a karma reward should probably be tied to her as well or it's easy to miss out on.
::Sulik
--Can still exploit the bug by which if Mrs. Buckner frees Sulik as a quest reward, you can talk to Sulik *before* talking to Maida and give him $350, gaining 500 EXP. If you then talk to Maida, she frees Sulik again (since it was a pending reward), gaining you another 500 EXP. Not crucial, since at least the player is making a decision whether or not to trade $350 for 500 EXP, but a bug all the same. (Introduced with the official patch, I believe).
::Smiley
--When you meet him in the Toxic Caves, he has inventory to barter with. When you speak to him again in Klamath, he will still barter, but has no inventory. Uncertain if this was by design or not.
::Bath Attendant
--Top-most room, the lady with the cattle prod. If you should elect to attack her, and combat lasts long enough for her to run out of cells for the prod she gets stuck trying to reload the prod, rather than realizing she has no more ammo and just going unarmed. She tried like 10 or so times, then finally her turn ended so I killed her, not wanting to wait for that annoyingly long sequence to play out again, so I'm not sure if she'd eventually get the idea or not.
[Klamath - Pasture (Guard/Rustle quests)]
::Duttons
--If you do the Guard the Brahmin quest, then speak to the Duttons and switch to the Rustle Brahmin quest, saving and then loading the game AFTER you've scared off Torr causes the Duttons to no longer speak to you (no float-text either). This makes both quests now impossible to complete.
[Klamath - Canyon (Rescue Torr quest)]
--If you leave the map and return, the robot turns non-hostile. According to memory (and Per's guide), it was possible to repair its broken motivator previously, but when I tried with this patch I got no message in the box about success or failure, and nothing seems to happen, though the generic "mess with stuff" animation does play.
[Klamath - Trapping Grounds (Still quest)]
--Upon first entering, there seem to always be one or several "Mooooooooo..." (and other similar cow sounds) float-text comments here and there around the map. Sometimes I had to scroll to see them, but it was fairly easy to reproduce many times. Very minor, but rather strange, since there are no cows there.
[Klamath - Trapper Town]
::Slim Picket
--If you work through the dialog tree until he offers training but decline (either 2nd or 3rd response), from then on he treats you as if your skill is too high to be trained (well, now you look like you can handle yourself...). This locks off any possible training in the event you asked about it, but just didn't have the cash to spend the first time, etc.
--If you convince Slim to give you the key in dialog, he never actually gives it to you. (This seems to be the case regardless of exactly which method you use -offer to kill rats, sleep with him, etc).
[Den - West Side] --Somewhere during my time in the Den, Speech was bumped up to 105%
::Merchants (All) --I checked this with a temporary "all 10 / 300 character" just to see how drastic the markup really was. Everything else is with the originally listed character.
--Mostly Flick, but also Becky and Tubby. Are the modifiers set correctly? Using a hacked character with 10 CH, Sex Appeal, and 300% Barter, Tubby was barely cheaper than a 1:1 ratio (you can profit by barter), but Flick and Becky were still charging more than goods are 'worth'. Just figured it'd be worth a look, but that may be intended behavior. Just seemed like a pretty ridiculously high mark-up with that level of barter and such.
::Becky's Still
--When using crowbar, tool, etc. to destroy the still, there's a redundant "That does nothing" message displayed in the info window after the message that the still was destroyed.
::Lara
--If you do the "gang war" quest sequence, but kill Metzger before completing it, Lara will not speak to you (she goes float-only text mode). This really only makes sense if you kill Metzger BEFORE you ask him permission, but it happens even if you've gone all the way to the point where you're either going to help attack, or go tell Tyler they're attacking. Perhaps a check could be added so that she goes unresponsive if Metzger is dead ONLY if you haven't already asked him permission.
[Den - East Side]
::Frankie
--There's No quest status entry about finding out how Becky sells drinks so cheap. Minor, though perhaps it could be set up like other sequential quests and merely re-use the same entry as the quest to destroy the still (Den quest 8), updating to "sabotage still" if the player elects that path, and just crossed out (complete) if they only suggest buying from her.
--Once you agree to destroy the still, even if you have enough IN to "have a better idea", talking to Frankie from then on uses his "normal" dialog instead of him asking if the still has been destroyed. This prevents the player from being able to have a change of heart, which I believe the developers did intend. Once you actually DO destroy the still, if you speak to him he starts asking if you destroyed it. Your choices (at IN 7) are 1) Yes, it is. 2) I have a better idea. and 3) Nope. I'll let you know when it is. This would seem to indicate that this dialog becomes active on the wrong variable state of the quest, since it's giving you another chance to NOT destroy the still. This dialog node should be activated after you AGREE to destroy it (and then probably REMAIN active if you do in fact destroy it as well). One reason it seems this was the intent is that choosing the "I have a better idea" line makes no sense once you already destroyed the still, because it just lets you suggest he buy liquor from Becky, but even if you tell him you did destroy the sill, there are further dialog nodes after that which also lead to being able to suggest he buy from her once she rebuilds her still.
::One Tooth Billy / Patron of the Hole
--First, his description alternates at times. Sometimes it's "a patron of the Hole" and other times it's simply "Billy" (quick look). I haven't quite figured what causes this, but it may be time-related, and then perhaps require you to leave and re-enter the map (or pass time, or save and load the game) to effect the change. It's a bit hard to make happen with predictable results, though getting it to happen at all (just seemingly at random) isn't too hard.
--When he's in his "Billy" state, clicking him produces no dialog, nor even even any float-text, and if he happens to change into Billy right after sleeping with him (which moves you and he to a side-room), he won't walk back to his spot in the main room of the bar (he just stands there). If you load the game or otherwise turn him back to "a patron", he immediately walks back to his usual spot though (except for cases of the bug below).
--When speaking to him (as a female) while he's called "a patron of the Hole", he offers money to sleep with you ($200 / $50 both available with my stats). Both of these work fine, but once you've done one of them, there's another bug. Sometimes, (I believe only between 03:01 and 07:00 and if you're on the Den - East map), after having slept with him, he'll wander completely outside the bar. This time of day corresponds to when even as a patron (not "Billy") he's supposed to be in float-text only (tired/sleeping) mode, when he just keeps saying he's going home to sleep, or to go watch porn, etc. Once he *does* leave the bar, I haven't ever seen him go back in. I have seen him turn and *face* the bar, but then he appears to be "stuck" in his pathing or something. From this point on, he'll again switch descriptions periodically, and during the times he's "a patron of the Hole", he'll only use float-text (no matter what time it is). If it's while he's "sleeping" he'll say he's tired and wants to sleep (or similar), and if he's "awake", he'll say something about "meet me at the Hole" (or similar). Normally, during these "awake" times he has a line of actual node-based dialog to indicate he's not interested in sex at this time ("I'm plumb tuckered out."), and I believe it resets to his usual behavior of asking you for sex again after 2 days have passed, but none of this ever happens if he ever leaves the bar. If you take care to never be on the map between 03:00 and 07:00 after sleeping with him, everything seems to work ok except his random Billy/Patron glitch.
::Vic
--When you bring Vic the radio, the radio is only checked for to enable the dialog line (maybe you can use this..). Needs a check when you select that line to prevent trading it to Vic or dropping it (the "no pay" exploit).
::Metzger
--When buying Vic's freedom, you can drop the money just before paying and pay nothing. Needs another check for the cash to prevent "no pay" exploit, both when he asks for $1000 and when he asks a female who's gotten a "discount" for $500.