Major bugs caused by v1.5!

Post » Thu Aug 20, 2009 8:18 am

Bug #1: Saving Crash
Non-Persistant creatures\NPC's placed by mods will cause the game to crash upon trying to save after visiting and leaving the area where they are in.

Affects: esp's only, esm's and interior cells are unaffected.

Steps to reproduce the bug:
1) Create a new plugin, place a Brahmin (CrBrahmin) at GirderShadeExterior and save the plugin.
2) Activate the plugin, start Fallout 3, load a gamesave and COC to GirderShadeExterior.
3) Fast travel to some place far enough away say Megaton or just COC to megaton01.
4) Try save your game and enjoy the crash!


Bug #2: Vanishing\Resetting Objects
Non-Persistant objects (statics ect) placed by mods will vanish upon loading them the second time. If you changed an already existing object in Fallout3.esm then it will reset to the default position (state, as it was in Fallout3.esm) upon a second loading.

Affects: esp's only (seems to include everything even navmeshes), esm's and interior cells are unaffected.

Steps to reproduce the bug:
1) Create a new plugin, place a static of your choice outside Vault 101 (Vault101Exterior) and save the plugin.
2) Activate the plugin, start Fallout 3 and load any gamesave.
3) Fast travel to Vault 101 (you'll see the object that you placed) then fast travel to Megaton.
4) Fast travel back to Vault 101 and you'll see the object is now gone.


Bug #3: Skin color on new NPC's defaults to "white" no matter what

Affects: esp's only, esm's are unaffected.

Steps to reproduce the bug:
1) Create a new plugin and create a new African American NPC.
2) Place that NPC into the game then save your plugin.
3) Load up a gamesave and pay a visit to your albino African American NPC.



If you're using mods you really SHOULD you roll back to v1.4 (or even better v1.0+fake patch) right away, Bethesda has messed v1.5 up real good... :flame:
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Jodie Bardgett
 
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Post » Thu Aug 20, 2009 6:43 am

Wow...this is Terrible :thumbsdown:
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Lily Something
 
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Post » Thu Aug 20, 2009 5:05 am

Aparently some devs are actually paying attention to this.. or at least a moderator after some flood-pms... hope we get a patch for the patch with the dlc...
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gemma
 
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Post » Thu Aug 20, 2009 11:15 am

Oh wow. Thanks for putting this out there. Now I'm glad I didn't get the patch right away.
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Monique Cameron
 
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Post » Thu Aug 20, 2009 8:00 am

Wow. I'm really glad we didn't patch our game here, beyond the first one. What a debacle. :(
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Laura Hicks
 
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Post » Thu Aug 20, 2009 3:10 am

I'm patched to 1.0.0.15 and using the fake patch.

Until VATS is fixed, first Beth has to acknowledge it's broken, I won't be patching anymore
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Adam
 
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Post » Thu Aug 20, 2009 12:51 pm

@Quarn: THANK YOU.
:) :) :)

I almost asked you to write this thread yesterday.
But, considering how much I don't contribute, I decided to sit back and wait.
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Chloe Yarnall
 
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Post » Thu Aug 20, 2009 11:36 am

I almost expected this patch to not break anything else. Silly me...

Sigh.
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Anna Kyselova
 
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Post » Wed Aug 19, 2009 10:50 pm

I'm actually using the 1.5 patched .exe atm on a freshly-started savegame. I can say that VATS performance is improved and the deal with followers not entering interior cells properly through teleporting doors is fixed.

It's by no means a complete turd

BUT

the issue with the .esps needing to have everything added as persistant refs is a BIG DEAL for anyone who uses mods. It has made a big mess out of my high-level character's savegame. This thing kinda defeats the purpose, in many cases, of having one's mod be an .esp as opposed with an .esm.

Anyway, I'll be watching for some kind of word from someone official as to what the plan is, if any. I can't make decisions in an information vaccuum.
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dean Cutler
 
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Post » Wed Aug 19, 2009 11:05 pm

Unreal.....

Thanks for the heads up.
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maddison
 
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Post » Thu Aug 20, 2009 11:47 am

lucky i didnt updated then, could have really screwed over my mods.
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Amelia Pritchard
 
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Post » Thu Aug 20, 2009 11:26 am

I'm patched to 1.0.0.15 and using the fake patch.

Until VATS is fixed, first Beth has to acknowledge it's broken, I won't be patching anymore



Same here. I never grabbed patch 1.5. The Pitt worked with Fake Patch right out of the box and Broken Steel probably will too as long as you shorten the archive names.
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Samantha Wood
 
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Post » Thu Aug 20, 2009 2:10 pm

@Quran
Are the bugs caused by only 1.5's exe or even the esm? If switched back to 1.0.0.15 exe, there won't be such bugs?
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Lyd
 
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Post » Thu Aug 20, 2009 11:09 am

@Quran
Are the bugs caused by only 1.5's exe or even the esm? If switched back to 1.0.0.15 exe, there won't be such bugs?

Yep rolling the exe back is enough but if you're going back to v1.0 I recommened you get the fake patch and you'll have to roll back to the v1.0 esm as well.
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Alan Whiston
 
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Post » Thu Aug 20, 2009 1:50 am

You have got to be joking. So 1.5 basically kills mods entirely? I don't see any reason what so ever to have v1.5 then. How do they keep breaking something on their patches?
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Matt Gammond
 
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Post » Thu Aug 20, 2009 10:44 am

Okay i just went to test this out and my game doesn't seem to have it i think. I patched to v1.5 through games for windows. Now i'm working on a quest mod which adds a whole new shop and lots of items. Now i have a save in the shop. I left the zone fast traveled to another area fast traveled back and went inside nothing was missing.

Edit: Tested again my shop stays fine, my vault stays fine with all its content and dead npcs. However the section where i added my vault door and some mountains into the game in an exterior cell is gone.
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Jade Payton
 
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Post » Thu Aug 20, 2009 3:58 am

Okay i just went to test this out and my game doesn't seem to have it i think. I patched to v1.5 through games for windows. Now i'm working on a quest mod which adds a whole new shop and lots of items. Now i have a save in the shop. I left the zone fast traveled to another area fast traveled back and went inside nothing was missing.

Edit: Tested again my shop stays fine, my vault stays fine with all its content and dead npcs. However the section where i added my vault door and some mountains into the game in an exterior cell is gone.

Hmm seems interior cells arn't affected.
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ZANEY82
 
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Post » Thu Aug 20, 2009 6:02 am

Hmm seems interior cells arn't affected.


Seems that way at least on my game. Are they unaffected with your game as well? Or are we looking at some mutant hybrid bug that randomly picks when and what it destroys.
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Robert Jr
 
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Post » Wed Aug 19, 2009 11:43 pm

Yep rolling the exe back is enough but if you're going back to v1.0 I recommened you get the fake patch and you'll have to roll back to the v1.0 esm as well.


Quarn,

Thanks for the info. Is there an easy, by which I mean fast and painless, way to roll back the .exe and the .esm? Or will I have to reinstall FO3?
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Nicole M
 
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Post » Thu Aug 20, 2009 9:32 am

My guess it was a 'clean up'method that has gone wrong....like they were looking for a way to try and decrease any possible save game bloat.
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Allison C
 
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Post » Thu Aug 20, 2009 1:35 am

Seems that way at least on my game. Are they unaffected with your game as well? Or are we looking at some mutant hybrid bug that randomly picks when and what it destroys.

Yeah interior cells are unaffect in my game too.

Quarn,

Thanks for the info. Is there an easy, by which I mean fast and painless, way to roll back the .exe and the .esm? Or will I have to reinstall FO3?

Yep reinstalling is the easiest.
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Sophie Louise Edge
 
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Post » Thu Aug 20, 2009 12:24 am

Time to roll back to 1.0 i guess, will doing that conflict with Games for Windows Live in any way?
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Alisha Clarke
 
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Post » Thu Aug 20, 2009 5:24 am

Time to roll back to 1.0 i guess, will doing that conflict with Games for Windows Live in any way?


Who cares? :P

I don't even have Windows Live in my start menu in the game thanks to Darnified UI

Rollback to at least 1.0.0.15 and just use JustinOther's Fake patch
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Dawn Porter
 
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Post » Thu Aug 20, 2009 7:48 am

Who cares? :P

I don't even have Windows Live in my start menu in the game thanks to Darnified UI

Rollback to at least 1.0.0.15 and just use JustinOther's Fake patch


Does the launcher need replacing too? I'm guessing only if you actually use it to launch the game rather than FOMM.
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Charles Weber
 
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Post » Thu Aug 20, 2009 7:01 am

Does the launcher need replacing too? I'm guessing only if you actually use it to launch the game rather than FOMM.


I think the launcher version stays the same
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Skivs
 
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