Here are my lost notes as promisified.
Den
The orphans have a MAX_STEAL_WEIGHT variable defined, presumably to stop them from stealing Bozars, but it's never used.
Idea for expansion: if Tubby is killed, the orphans outside of Becky's run to sell their stuff to Flick instead. Also, if a casino/store owner is killed, the orphans outside don't just wait until the next map exit to disappear, but start walking right away to some offscreen tile (in the east-west border zone) and self-destruct if they reach it.
If you talk to Vic for the first time while stupid, he'll send you to node 022 where there are no stupid options.
Modoc
The doorway to the left of the front entrance to Jo's house is see-through and shoot-through.
NPCs falling down at the ghost farm are never seen lying down and then getting up, even though the procedure is the same as for dude_obj, who correctly ends up lying down (though it's possibly a "fake" lying down and there's no getting up animation when you click to move somewhere).
VC
If you attack Val, Vic's script will only be notified if he's in your party. Maybe a working solution would be to set a map variable that is checked by Vic's critter_proc (along with which map he's on), and which is turned off after a few heartbeats by the map script.
When the MVAR_Guard_Alert map variable is used to make guards come running, they instead enter combat immediately because the scripter apparently thought commands were queued up. On closer inspection this is irrelevant in 1.02 since it is no longer used. So there's an unused map variable to use with Vic, if you remove the references to it in the guard scripts.
The second dialogue option in Cassidy's node 1100 is missing the condition that you are not at your party limit, creating an extra incongruent line if he won't rejoin you because your party is full.
You can't ask Dr Andrew for healing if you have crippled limbs but full HP. This also goes for Lenny, Dr Fung and some but not all dialogue nodes of Dr Troy.
New Reno
In 1.0 casino dealers (ziDceGrl.ssl) had code to return to their home tiles after combat, but apparently it was removed because it didn't work properly. However, now they will offer dice games away from their tables after they flee from some shootout. Would it be possible to reinsert a fixed version of the movement code?
Dealers also have an "Error" description.
Maybe not a bug that needs fixing, but an obvious oversight: if you fail to threaten Lloyd going to node 005 from 004 by way of 979, you get another chance to threaten him in node 977, but the condition is exactly the same as in 979, so 977 will always lead to node 007. This means 008 is never used, though all the options there are found in other nodes anyway. There's another redundant check when going from 006 to 009 to 011 (although in this case node 014 is not unused since it can be reached from 974).
There are also Lloyd inconsistencies where some combat options trigger a karma change but other similar ones don't.
More Lloyd... the TRAIT_OBJECTs in 979 and 977 should be TRAIT_TRAIT and don't work now.
When you give a gun to the Wright children, it's supposed to be an "unloaded" gun, but you don't technically get to keep the ammo unless it was unloaded already.
SAD
It almost seems to me that evil Skynet was supposed to kill your *entire* party (or the fleshlings in it anyway). This could be achieved by not calling node 015 until Skynet is done with your NPCs and is coming for you. Not strictly a bugfix, but it seems odd that it has this deathtouch and only uses it on one character, then goes into ineffectual arm-waving mode.
If you anger Skynet (the terminal), then talk to it and ask why you should help it, the message says the door to the room slams shut, but in reality it doesn't.
If you release the bots on level 1 and then turn off the alarm, they'll turn selectively invisible. If you turn off the alarm using the terminal and not by talking to Skynet, they'll also keep making floats (even if invisible) and mill about non-aggressively.
Slight correction here: there is no milling if they aren't properly visible and aggressive.
NCR
Pressing 0 in dialogue with Buster interferes with his inventory swap. Calling do_swap at the end of talk_p_proc instead of in node 999 will stop this.
Using any skill other than Traps on Buster's shelves will lead to a stealing attempt.
In Officer Jack's script, he first just animates blowing up in the KillJack procedure, then a timed event is triggered that includes blowing him up for real. This creates a window where you can attack him after he is supposedly exploded. I don't see why you can't move the stuff in the timed event to KillJack and just blow him up once.
You can use explosives on the slave doors in NCR. This is odd because for every other door and container script in the game, the trapping and prying code has been left unused, in a way that must be either intentional or extremely stupid. Anyway, there are some issues with this. Firstly, it takes the explosive whether or not you manage to rig the trap. (Graves do not.) Secondly, there is no "boom" when you set off the trap. Thirdly, setting off the trap this way doesn't make sense since these particular doors cannot be opened or closed manually.
Telling the Hubologist that you won't kill her for Merk sends you to node 998a, where you get the letter quest without any message or explanation. I can't find any matching dialogue, and the whole thing is so incongruous that I'd lean towards changing the 998a reference to 999. On the other hand 998a isn't used for anything else, so there's a possibility it was intended somehow.
Expansion pack: There was apparently a dialogue option planned where when you're asked what level you are, you can reply with your actual character level and gain some xp and/or reputation. The lines aren't written, but the nodes are in place. (This is in the NCR Hubologist script.)
Enclave
In the Qiturtrm script, there's an is_skill_tagged(dude_obj,SKILL_SNEAK) check. But is_skill_tagged only expects one parameter, the skill, so this instead passes on dude_obj.
Expansion pack: How about adding maze eggs for the rest of the skills? And/or balance the other eggs and/or make them make more sense?
After you convince Murray to shut down the reactor, choosing the first line and failing a Speech check leads back into the dialogue; 013a should lead to 008b, not 008a. Note also that 008b serves no function, so all calls to 008b might as well go to 999 and 013a is pointless.
After you convince Murray to shut down the reactor, he still says "What's the alarm ringing about?"
You can stand on a computer terminal directly northwest of Murray.
Misc
You can sometimes walk on your car. This happens in some random encounters.
The Red Ryder LE BB Gun doesn't show remaining ammo when you examine it.
* Skynet should not longer behave weirdly after completing the game (like turning hostile and repeating the same message over and over)
What would cause this in 1.02? Doesn't happen for me.
The Vic apathy bug happens if you search his body after he's been knocked unconscious: apparently in this case pickup_p_proc calls node 998 even though this is ordinarily prevented by the engine for party members. Davin and Miria have additional checks here to see if they're in your party. Vic has no problem with you *hitting* him while he's unconscious, so apparently damage_p_proc and pickup_p_proc are handled differently in this case.
Oh, and Myron apathy, same thing. And permanent Brain Bot, Cassidy (?) and Goris hostility if you drop them from your party after having done this.
Sometimes when you tell an NPC to put away their weapon, they don't and you have to tell them again.
It should be possible to alter the give_xp call to take Swift Learner into account. But since combat xp only shows the base amount and that's not fixable (Timeslip?) it might just cause more confusion.
If someone feels like updating FUCK, bytes 0196-0197 give the combat xp of a critter. Maybe everyone knew that. 0194-0195 might be used for this too but no critter in the Fallouts is worth that much.
Dogmeat is on the NCR team when not in your party. When Mel shows up to protect Dogmeat he's put on that team as well, so if you are in NCR the cops will shoot at you. There's no reason for this.
Also, Mel can spawn inside walls, so you can't hit him with ranged attacks until he comes out (which he is likely to do as he can't shoot you either). Isn't there a critter_attempt_placement command that looks for an empty spot? Of course, then he might spawn behind the wall, which could be worse.
Encounter
I ran into a female mercenary (metal armour, blonde ponytail) near SF that had grenades but wouldn't use them.
Cavern maps use cavern lighting outside the cave, not outdoor lighting.