A few unsorted things, some of which you'll have seen if you've gone over the new guide closely:
The talking head background is the same in Klamath no matter if you're in the woods, in town, or in the caves.
Unwashed Villagers encounter uses the Wasteland background for talking heads, should perhaps be Necropolis (like random city encounters). Ditto for Cafe of Broken Dreams.
Party members should perhaps use the Adobe background inside Vault City. As it is Lynette uses Adobe but if you talk to Sulik right next to her the Shady background will be used. Same thing with Tandi and the NCR council area (and perhaps the rest of NCR should be Adobe as well).
Harold uses Hub but NPCs use Junktown in Gecko. Arguably this variation doesn't amount to a bug, though.
When stopping your car and not being out of gas, there is no party background defined, so it uses the last one. Wasteland would be suitable for this.
The Navarro party backgrounds are all wrong. Underground it uses Junktown, should be Militarybs. Above ground it uses Militarybs, should probably be Wasteland on the compound (like the gate guard) and Junktown at the gas station.
Corrected a bug in Myron's guard's scripts when talking with them as a stupid character. Duplicate options would be displayed with both pointing to different nodes. The correct dialogue lines are now displayed.
Couldn't find this. There's only dumb dialogue in nodes 018, 019 and 020 and there's no duplicate there.
In the Enlightened One's node 008, a line is preceded by "if (dude_iq >= 8 or is_skill_tagged(SKILL_CONVERSANT))" but then the option requires IN 8 anyway, rendering the tag thing pointless. The option itself should have a requirement smaller than 8.
You can no longer get multiple copies of the NCR history holodisk if you keep asking Tandi about 'shadeesands'.
Also, with a stupid character you will get prematurely ejected from conversation when you get the holodisk, with no option to ask further questions.
If you assassinate Feargus or Gunther in NCR, the doors they guard unlock as if by magic.
Lynette's node 056 should reasonably have the same stupid options as in 053, so you can get thrown out even if she's angry.
In the SAD robot script eyebots don't spawn any weapons. It seems reasonable that the Robo Melee Weapon 1 was meant for them, since the eyebots at the Enclave use Robo Melee Weapon 2 and the other is unused.
Using a Doctor's Bag on Bess heals her leg but doesn't make her get up, because that stuff only happens in use_skill_on_p_proc, not in use_obj_on_p_proc.
If you go from node 015 to 996 in Davin's script there is no sex.
You can set Dynamite in the Modoc chapel before starting the wedding. While similar shenanigans probably can't completely be stopped, a 5-minute delay between talking to Grisham and starting the wedding to let everyone get in position would at least stop explosions in the middle of the ceremony.
You can similarly drop explosives before triggering the Badger cutscene. Could be avoided by advancing the timer 3-5 minutes at the start. Would solve a problem with the player remaining invisible if Badger dies during the cutscene (from a reason other than the cutscene, that is).
Most of the rocketbots in the Enclave have lots of rocket ammo, but one has none except for what's in the rocket launcher initially (in the barracks area, I think).
Flares cost 0 AP to throw, which is increased to the minimum of 1 whether you aim your throws or not. The cost should be at least 1 so that aimed throws cost 1 more. (There's really no reason why aimed throws should be allowed for Flares, but I don't know if it can be turned off.)
In the Skill.msg file a space is missing in the Energy Weapons stat line. srsly
The three inferior Brain Bots are not checked for weapons in NCR.
The original Brain Bot has no EMP protection at all, but it jumps to 500% as soon as it gains a level. It should probably be protected from the start. Maybe the inferior ones too, unless we assume Skynet rigs its own EMP shield. Alternatively the resistance could go up by 20% each level, but maybe that's too frivolous for a bugfix.
When leaving a test of skills in SF, you can enter combat mode during the last fadeout, save and load, triggering two timed events for concluding dialogue and thus double xp.
The old ghouls in BH will make old ghoul floats in combat.