I noticed they altered Veronica. She now levels along with you, with a .75 level mult and a min level of 5 and a max level of 40.
All the companions were changed in the same way, including Ed-E and Rex.
By the way, the .75 level multiplier means that the companion level is determined by multiplying the player level times the multiplier. That means the companion level will be 3/4ths of the player level.
I would rather that the companions be at the same level as the player (1.0 multiple) and some Mods, like "Companion Sandbox", already have that 1.0 multiple.
I went through "Companion Sandbox" last night and changed a great many things in it to correct it and make it more compliant with the new patch.
The "Compiled Community Patch" also has a number of items/fixes that are not now required and really need to be removed from the Mod. Also there are a number of changes (not an all inclusive list):
Quest:
Doctors
VDoctors <-- both may only be slightly different, haven't checked them yet.
Script:
AddictionRemovalEffect <-- may be similar to previous version.
QJMelissaScript <-- very changed, also associated changes in other related scripts, hard to find the changes.
VMS45Script <-- QJMelissaRef added (might be a Mod that added the ref), maybe the Melissa bug is still not fixed.
VFreeFormMcCarranKitchen <-- added reference to one pot, must fix something.
CardAddToPlayer <-- There was an issue where cards didn't get put in the deck, I have only one card that won't go in the deck.
Script not in "Compiled Community Patch":
VNPCFollowersQuestScript <--
not sure if it's just a Mod that changed this, but I think the new version is different than the old version.
About the list above - some of these may just be noticeable on my configuration because of the Mods installed. It's hard to tell what the original (unchanged v1.2.285) looked like because I don't have a copy of that falloutNV.esm file.
Scripts: The Melissa (Great Khans) bug script has been fixed but it's very hard to follow the changes. Mods that previously fixed that bug will need to have that fix removed or rewritten. On the other hand the fix in those Mods may work just fine but I'd rather use the fixed new FalloutNV.esm solution if possible.
There is a fix for the "Raul Talk About Andy" bug, so any Mod that changed Raul will now have to be rewritten.
There is a new package for Boone, "FollowersBooneBSArrive", which apparently fixes an issue when you first take Boone to Bitter Springs. Any Mod that changes Boone will have to be rewritten.
Rex has a new DT - "Rex's Damage Threshold", was "ToughDogDT", new one is quite a bit higher.
Ed-E upgraded armor has a replaced actor effect, was "ProtectronDT" is now "SecuritronDT". Don't know what the effect is or how important it is.
Most of this has caused me to have to remove the "Companion Sandbox" Mod because it totally overwrites the companion records which breaks the fixes in the official falloutNV patch.
All or most of the energy weapons have had their characteristics changed, mostly the damage and critical hit values.