I played a little more, finishing all the Den quests. I made a trip back to Klamath to get Vic's radio, but nothing had changed on the Torr issues; Torr's not around, and I can't finish the quest with Ardin. I did try looking at the brahmin again, but no longer get the float text about the brands being distorted while examining them (I previously got the brand floats at least two times in the current game). While playing I experienced the following issues:
--I'm generally having some of the same troubles that have been reported by others with the Den maps, but these troubles seem a little more complex than others have mentioned. On the issue of the map view not centering on the player when going from Den Residential to Den Business 1, I also noticed that the Den Business 1 screen did not re-center on the player after having sex with Joey the first time (when he and the Chosen One move north for some privacy), so I think maybe there's a more general issue with Den Business 1 and centering the map view on the player (Joey worked fine in RP 1.2). Before I noticed the Joey thing I thought there might be a problem with the way the exit grid works in Den Residential so I opened it in the Mapper and redid the exit grid and exit grid data with no effect on the problem, so it's not that; however while doing that I noticed there are no blue exit grid markers on the Den Residential exit grid (for either level 1 or 2), which of course is why the exit grid there doesn't show up on the in-game PipBoy map.
The second issue with the Orphange map state also seems more complex than others have noted. After setting up the Orphanage and hiring the squatters to work there, if I go from Den Business to Den Residential the squatters correctly report that they're now working at the orphanage but the building isn't updated (no Mom's sign), there are no children (including Johnny) anywhere, and the blonde lady that works for Mom isn't around. If on the other hand I go straight from the world map to Den Residential everything is correctly updated (squatters, kids, Johnny, sign, blonde lady). Regardless of the map state, however, everything else is working fine (Mom calls me her hero, the orphanage quest remains crossed off in the PipBoy).
--A safe was added to the bedroom in the basement of Becky's bar (or at least I don't remember seeing it before), but it's not locked; having a safe and not locking it sort of defeats the point of owning a safe.
--After I rescued Vic, Vault City showed up on the world map and in the karma reputation screen (all good), but the reputation for Vault City says "neutral." Isn't the VC rep supposed to start at antipathy (or maybe it will update when I enter the town for the first time)?
--There's still a single exit grid map marker on the west edge of the Den Business 1 map where the old exit grid used to be (now under a car), causing an orange dot to show up on the PipBoy map there.
--Before setting up the Orphanage, Tubby's and Flick's places only have one child-theif standing at the door, allowing the player-character to enter without triggering a steal attempt if the angle of approach is right.
--I also dropped in on my clan at Arroyo to update them (for my own satisfaction only, the game certainly doesn't care one way or the other) on how the search for the GECK was going. When I entered the village at the Bridge map, Sulik and I spawned in the northern area between the two tents rather than on the southern side of the bridge as in past games, but perhaps that's a feature rather than a bug. Btw the new dialogues with the villagers were very refreshing and well-done, particularly the one with Cameron.
--Old bug: Several people in the Den (e.g. Becky and Mom) don't update their dialogue choices about Vic even after the player-character is fully aware of Vic's situation (from talking directly to Vic and Metzger).
--Stacy at Mom's place doesn't properly update her "look at" text (from line 101 to line 102 of dcstory2.msg); she's always "a bar patron" rather than Stacy, even after listening to her sob story about her cat. Without delving too deeply into the matter the script at look_at_p_proc looks like it should work, though.
--Less a bug than a suggestion: In general most of the new dialogue I've seen is nicely-written and a considerable improvement over what was found in RP 1.2, but there's a tendency to use too much slang and profanity in the Chosen One's response lines. I'm all for profanity in general (sailors have nothing on me), but I think the Chosen's One's lines should be written in neutral language or else you run the risk of interfering with the player's own mental image of who his character is and how that character conducts its affairs. Perhaps the player is trying to imagine his character as a holy shaman on a spiritual quest or a social climber striving to become refined and graceful, etc; writing a lot of slang, contractions, and particularly profanity into the Chosen's response lines, though, subtly influences and perhaps interferes with a player's right to have their own vision of their character. This doesn't apply at all for how the npcs talk (as any colorful language they may use can only serve to distinguish them from all the other npcs), but I think writing dialogue for the player-character is a different matter that should be approached very thoughtfully; it's better to err on the conservative side in such matters.
Next time I play, I'll be on the road to Modoc.