New Patch 1.2 Released

Post » Fri Oct 31, 2008 5:43 am

So I used getav and I see the +skill/stat items still increase companions stats/skill every time you use their inventory. My noobish ? then would be, is this just an engine problem or something, that can't be debugged out? Because, y'know, Gannon shouldn't have 99 in Guns just because I want him to wear bounty hunter duster and like to give him items to carry and I don't feel like removing/reequipping the duster on him every time I open his inventory.

I know you can not use +stat items or maybe mod the stats off items, but....no wonder companions go from seeming so weak to seeming so strong dmg. wise. Boone may have had a skill glitch, but all companions get this effect. Yes I didn't quite realize this before. :P

Are there any mods that stop this? I started to search nexus but I have no idea what terms to search for & am coming up with too many pages to sift through...
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Baby K(:
 
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Post » Fri Oct 31, 2008 2:12 am

Jut loaded in the patch and mot of it appears fine. However........................ I have just been to Black Mountain and sneak killed some super mutants with a sniper rifle. There is now a super sledge suspended in the air which can't be picked up. Not a really problem just weird as it's never happened before.
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Andrew Perry
 
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Post » Fri Oct 31, 2008 11:26 am

It certainly seems as if the 360 patch is now out - downloaded mine about and hour and a half ago, has updated the version number to 1.2.xxx - something with a 3 in it.

It wasn't very big, though, the Live update reported it as 4mb.

Looking forwards to seeing if it unbreaks a few things later.
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Isabel Ruiz
 
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Post » Fri Oct 31, 2008 12:04 pm

Jut loaded in the patch and mot of it appears fine. However........................ I have just been to Black Mountain and sneak killed some super mutants with a sniper rifle. There is now a super sledge suspended in the air which can't be picked up. Not a really problem just weird as it's never happened before.



I've had this problem with the incinerators and LMG's, always on Black Mountain. They've never been floating though, but for some reason a lot of the time I can't pick the weapons up that have been dropped. This has happened since I got the game the day it was released.
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Bethany Short
 
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Post » Fri Oct 31, 2008 7:43 am

It certainly seems as if the 360 patch is now out - downloaded mine about and hour and a half ago, has updated the version number to 1.2.xxx - something with a 3 in it.

It wasn't very big, though, the Live update reported it as 4mb.

Looking forwards to seeing if it unbreaks a few things later.


PC patch was a whopping 252 megabyte
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Marine x
 
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Post » Fri Oct 31, 2008 10:21 am

The logs says that the mines in Primm was removed, but they are still there, its dont bother me thought XD,

Chances of lost a head in a headshot now is guaranted

PC patch was a whopping 252 megabyte


I wondering why? PS3 and XBOX360 have only some MB but PC have 252 o.O
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Euan
 
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Post » Fri Oct 31, 2008 6:58 am

For the PC they replaced an entire file, so that mods would still be easy to use. They didn't get any more of a patch than we did, it's just a file organization thing.
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Charles Weber
 
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Post » Fri Oct 31, 2008 9:33 am

Im still locked in Vault 3 :(
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Kelly John
 
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Post » Fri Oct 31, 2008 5:03 am

Im still locked in Vault 3 :(


The door control is on the right side a little distance back from the door.
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Harry Hearing
 
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Post » Fri Oct 31, 2008 5:28 am

The door control is on the right side a little distance back from the door.


Nah, im not talking about the actual vault door. I was doing a quest where you deliver chems to motor runner and on my way back from the maintenance wing the door to the recreation area was locked with a hard lock with no other way out.
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Emma-Jane Merrin
 
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Post » Fri Oct 31, 2008 2:27 pm

Je Sawyer do not forget to fix the immortal goo and ashe pile glitch.On 360 consoles this *stuff* does not go away and causes lag/crashes and pollutes the scenery.Also the piles are connected to the person it came from.Btw thank you for patch 1.02
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Milagros Osorio
 
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Post » Fri Oct 31, 2008 10:38 am

*cautiously pokes open Lucky 38 door...* I....I'm FREE! FREEEEEEDOM!
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Vicki Gunn
 
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Post » Fri Oct 31, 2008 2:21 pm

Nah, im not talking about the actual vault door. I was doing a quest where you deliver chems to motor runner and on my way back from the maintenance wing the door to the recreation area was locked with a hard lock with no other way out.


Ah. Well that's irritating. Are you on PC? If not, even more irritating. If so, press ~ then click on the locked door and type unlock. Save exit and reload if you want your achievements. And If I'm just being really unhelpful here, I apologise. It's 5:15 am.
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Kelvin
 
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Post » Fri Oct 31, 2008 4:13 am

it did fix my game breaking problem where scopes come up as computer screens in my game beater file. and now its looks like im green light to start a new game (with hopefully far less problems). Will there be another patch round time of dlc? do u guys think dlc will be as buggy asmain game was, god I hope not....
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SaVino GοΜ
 
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Post » Fri Oct 31, 2008 12:34 am

BOS abandoned Bunker is unlocked. got a ZOMG ITS CHUCK NORRIS IN THE NCR DOLLAR????!!!!!! :bonk:


How you do that? in my version 360, it still ask me the required key post-patch.
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His Bella
 
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Post » Fri Oct 31, 2008 3:23 pm

So I used getav and I see the +skill/stat items still increase companions stats/skill every time you use their inventory. My noobish ? then would be, is this just an engine problem or something, that can't be debugged out? Because, y'know, Gannon shouldn't have 99 in Guns just because I want him to wear bounty hunter duster and like to give him items to carry and I don't feel like removing/reequipping the duster on him every time I open his inventory.

I know you can not use +stat items or maybe mod the stats off items, but....no wonder companions go from seeming so weak to seeming so strong dmg. wise. Boone may have had a skill glitch, but all companions get this effect. Yes I didn't quite realize this before. :P

Are there any mods that stop this? I started to search nexus but I have no idea what terms to search for & am coming up with too many pages to sift through...

The NPC skill/stat raising bug has been around since FO3. AFAIK, the issue was never fixed and has now made its way to FNV as well. I assume it's an irresolvable game engine issue, since neither Bethesda, Obsidian nor the mod community have successfully addressed it so far.

Not that this bug has received much publicity; I've never seen a prominent discussion of it in any Fallout Forum I frequent. I first discovered the issue when I suspected my FO3 companions were growing too powerful too fast, and began monitoring their stats in the console.

Although fairly obvious, it remains one of the game's lesser known glitches. As such, I'm convinced that many players complaining about overpowered companions (esp. Boone) are actually experiencing this bug w/o realizing it.

Yes, Boone has decent stats 'out of the box', but he was never designed to be as powerful as most players experience him. Boone's 1st Recon Beret alone is responsible for raising his PE from 7 to 10 after three inventory accesses.

Consequently, I usually keep my companions in their vanilla outfits while playing New Vegas. Their headgear remains a problem, but that can be circumvented by exchanging them with stat neutral versions. Not pleasing, but effective. Boone's the exception. At least the Reinforced Combat Armor Mark 2 I give him doesn't have any skill/stat enhancing values.

The issue was, however, a real nuisance in FO3, where I regularly switched my companion's gear. The usual workarounds (manual/batch file stat resets, removing/reequipping gear during inventory access) quickly turned into a chore and broke the immersion.

I finally resigned myself to selecting permanent outfits for each companion, and had GECK knowledgeable friends edit all stat/skill enhancements from their vanilla game gear. Unfortunately, I've found this to be the only truly workable fix to date.

Sorry I can't offer you a better solution, I'd appreciate one myself.
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Kitana Lucas
 
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Post » Fri Oct 31, 2008 2:17 am

Just installed the patch on 360 today. Some responses...

SNIPER RIFLES: Immediately after installing the patch, I cleared out Quarry Junction with nothing but a Sniper Rifle with JSP ammo, not realizing it was nerfed. Guess what? It's still pretty great, and that silencer makes a big difference. (Not sure it's worth raising Lockpick to 100 anymore if all you want from that is the Gobi, though.)

THAT GUN: Now affected by Cowboy. I don't see a damage boost on my 95 Guns character who doesn't have that perk.

ENERGY WEAPONS: Now worth using.

FLOATING ITEMS: Nothing new. I have seen these all over the place, and have also had trouble picking up dropped items at Black Mountain.
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Clea Jamerson
 
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Post » Fri Oct 31, 2008 6:36 am

My game is still freezing every once in awhile and it's annoying, oh well.
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willow
 
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Post » Fri Oct 31, 2008 3:20 pm

The NPC skill/stat raising bug has been around since FO3. AFAIK, the issue was never fixed and has now made its way to FNV as well. I assume it's an irresolvable game engine issue, since neither Bethesda, Obsidian nor the mod community have successfully addressed it so far.

Not that this bug has received much publicity; I've never seen a prominent discussion of it in any Fallout Forum I frequent. I first discovered the issue when I suspected my FO3 companions were growing too powerful too fast, and began monitoring their stats in the console.

Although fairly obvious, it remains one of the game's lesser known glitches. As such, I'm convinced that many players complaining about overpowered companions (esp. Boone) are actually experiencing this bug w/o realizing it.

I'd heard about the beret aspect of the glitch, but I didn't realize it applied to all such items etc....thought it was only the beret or something. So yeah, 3/4 of the time players are probably unknowingly running around with a Boone (or other companion) who has a 200% crit. chance and all of the other stuff that goes with it. When I made sure his stats were as supposed to be I took him to combat and he definitely gets those instant-head shots a lot less often. But he did still get them fairly frequently/is still one good sniper even so.

Ah well, I guess if I decide it bothers me too much I'll do the edit-clothes thing myself. Shame it has to be like that tho.
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Heather beauchamp
 
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Post » Fri Oct 31, 2008 7:06 am

Just installed the patch on 360 today. Some responses...

SNIPER RIFLES: Immediately after installing the patch, I cleared out Quarry Junction with nothing but a Sniper Rifle with JSP ammo, not realizing it was nerfed. Guess what? It's still pretty great, and that silencer makes a big difference. (Not sure it's worth raising Lockpick to 100 anymore if all you want from that is the Gobi, though.)

JSPs and the silencer are the only things that make the Sniper Rifle remotely useful now, and one is contingent on you choosing a skill path that includes a lot of emphasis on Repair. Without that the gun is outright worse than the Trail Carbine by quite a bit. It winds up being one of those things you repair and sell for caps now, rather than a weapon you really keep around.

On top of that, .308 should NOT be less powerful than .44 Magnum. Ever.
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Elizabeth Lysons
 
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Post » Fri Oct 31, 2008 2:12 am

I'd heard about the beret aspect of the glitch, but I didn't realize it applied to all such items etc....thought it was only the beret or something. So yeah, 3/4 of the time players are probably unknowingly running around with a Boone (or other companion) who has a 200% crit. chance and all of the other stuff that goes with it. When I made sure his stats were as supposed to be I took him to combat and he definitely gets those instant-head shots a lot less often. But he did still get them fairly frequently/is still one good sniper even so.

Ah well, I guess if I decide it bothers me too much I'll do the edit-clothes thing myself. Shame it has to be like that tho.

If this is actually a reproducible bug I may take a crack at fixing it. The issue is that most obvious implementations of it require placing scripts on every NPC, which is a HUGE pain since the GECK doesn't bother to implement any handy programmer tricks like inheritance that are applied a pure object-oriented sense. (or in english, there isn't just one "master" NPC I can edit to ensure every NPC checks for unfair stat bonuses).
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Bethany Watkin
 
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Post » Fri Oct 31, 2008 12:39 pm

I really can't say as i have just downloaded it. I am hoping however, that it does fix the lever action guns glitch.
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Isaiah Burdeau
 
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Post » Fri Oct 31, 2008 8:44 am

As I mentioned on another thread: finished the patch last night, plugged in and played about 20 minutes, saw that the lever-action bug seemed fixed, saw that VATS wasn't, game crashed.

I would suggest that the DLC will carry the same problems as it only plugs into the game, it's not stand-alone. Of course, if they bring out a 'wonder-patch' at the same time that may fix things, but I don't think they have given any indication of that, have they? And is the DLC still only Xbox at this point in time? If so, I truly doubt there will be a patch.
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Chantelle Walker
 
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Post » Fri Oct 31, 2008 2:27 am

I'm only happy with ED-E's new energy weapon. :)
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Jynx Anthropic
 
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Post » Fri Oct 31, 2008 2:06 pm

BOS abandoned Bunker is unlocked


No. No, it isn't.
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Vicky Keeler
 
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