Working on my personal companions a bit this morning, adding a couple new features that may make it into NCCS provided they actually work, but more on that when they're tested.
I said the other day that I thought there had been an engine update in FNV 1.4 to handle the way quest scripts are started -- preventing them from doing so during chargen.
This, it turns out, is not true. I was digging around in my personal companions' quest script (because I couldn't remember what the hell I used as their ref names for the management system) and saw that I apparently added a check to their "DoOnce" block that prevented it from running as long as I was in Doc Mitchell's house.
Must've been something I did before when I was trying to get around the issue with new games not starting correctly.
Since the issue turned out to not be one of my mods, but corrupt game files, I think we'll just re-edit that so they start at the start again...
Edit: I also see that they still couldn't be bothered to actually activate error reporting in the script editor. Once again: fuck you, Obsidian.