New Patch 1.2 Released

Post » Thu Oct 30, 2008 6:21 am

Of course it hasn't. You should know about Microsoft's certification. The blame is with them now, no-one else. Gstaff said most likely today or tomorrow, it could quite possibly be the end of the week. Still, I'm hoping for today or tomorrow. :)

Oh, so it's been submitted to Microsoft, then? I should've known not to take it out on Bethesda... Microsoft always screw us over when it comes to things like this. Yet if it was Call of Duty or Halo, I can guarantee that the patch would be released effective immediately.
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Kelvin Diaz
 
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Post » Thu Oct 30, 2008 8:13 am

@ToJKa -- Ok...I guess it's worth a shot, if only to appease my curiosity about the changes. I'm not a "modder" and I don't think I ever will be, but I do like knowing what makes things tick...btw, I don't suppose you know what script relates to the way companions/npc's turn to look at other npc's/the player upon certain close-distance, do you?
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Angela
 
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Post » Thu Oct 30, 2008 8:12 am

Oh, so it's been submitted to Microsoft, then? I should've known not to take it out on Bethesda... Microsoft always screw us over when it comes to things like this. Yet if it was Call of Duty or Halo, I can guarantee that the patch would be released effective immediately.


Yes, the patch has been submitted to Microsoft. I totally agree with your second point however. Their "money makers" will always be patched the moment fingers are clicked. Anyway, all we can do is wait..I know we have waited long enough but it is almost here. Having waited for this long, a few more days maximum shouldn't be so bad.
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Marquis deVille
 
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Post » Thu Oct 30, 2008 6:18 pm

Yes, the patch has been submitted to Microsoft. I totally agree with your second point however. Their "money makers" will always be patched the moment fingers are clicked. Anyway, all we can do is wait..I know we have waited long enough but it is almost here. Having waited for this long, a few more days maximum shouldn't be so bad.

Yeah I guess. I'm just annoyed because one of my saves got corrupted thanks to a crash last night, that's all. :(
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Susan Elizabeth
 
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Post » Thu Oct 30, 2008 8:51 am

Yeah I guess. I'm just annoyed because one of my saves got corrupted thanks to a crash last night, that's all. :(


Ouch, I feel for you man. I saved the pain and havn't booted it up yet. Still awaiting to play it since I bought it on release lol.

Just a completely different question regarding this, if anyone could answer. Seeing as I havn't booted up the game and I don't have the current patch installed for F:NV (the 200+ fixes) will that one also be included with the upcoming patch? If you know what I mean. I'll only be booting it up for 1.2.
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phil walsh
 
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Post » Thu Oct 30, 2008 8:29 am

Microsoft is sure taking his sweet time "certificating" this patch, what a load of bullcrap...
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Alycia Leann grace
 
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Post » Thu Oct 30, 2008 8:51 pm

I saw that post but I have no idea what FNVEdit is....or if it would be in a readable format that would make sense to a dufus like myself. I do have the 1.1 .esm still so I could try to compare it. Where does one get FNVEdit?


I guess you do not use mods then ...

FNVEdit is one of many excellent stand-alone utilities developed by the Bethesda modding community over the years that allows mods to play nice with each other. Some of these utilities go back to Morrowind days, and they get carried over to the next Bethesda release. These utilities are a must-use for anyone wanting to avoid and/or fix conflicts between mods for any Bethesda game.

In my case, I never play the vanilla version of Bethesda games. In fact, I bought and played Oblivion only because of certain mods that were created for it, i.e. Obscuro's Oblivion Overhaul. I used over 300+ mods for that game alone. I used around 150-200 mods for Morrowind, and around 100 for FO3. Many of these were texture replacers without esp's, so do not cause conflicts, however, many were game-play overhauls, weather overhauls, and added items that can cause conflicts.

Tools like FNVEdit and Wrye let you find where the conflicts are, fix them, merge level lists, etc, so the game is stable and the mods do what they are supposed to do. In some cases it is more challenging to get all the mods working properly than actually playing the game ...

There are dedicated threads for all these utilities in the mod sections for all Bethesda releases. I suggest you check them out and ask any questions you might have there.

Cheers!

PS: This is for PC versions only ...
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Lucky Girl
 
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Post » Thu Oct 30, 2008 7:56 am

@ToJKa -- Ok...I guess it's worth a shot, if only to appease my curiosity about the changes. I'm not a "modder" and I don't think I ever will be, but I do like knowing what makes things tick...btw, I don't suppose you know what script relates to the way companions/npc's turn to look at other npc's/the player upon certain close-distance, do you?


I'm not a modder either, just a mod user :D And no clue, it might be a hardcoded thing, or in their AI packages, doesn't sound like it would have a separate script. And scripts are really hard to read with FNVEdit, it's better to use the GECK for those.
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Liv Brown
 
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Post » Thu Oct 30, 2008 6:41 am

"That Gun" got a 25% DAM buff, or Cowboy perk now works with it. 23 DAM with regular ammo, 22 DAM with AP, and 40 DAM with HP. I might put Lucky away and play with that thing for awhile.
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Nienna garcia
 
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Post » Thu Oct 30, 2008 12:27 pm

Crashed my last couple of saves, both Ultra Luxe, but seems to be good apart from that. Veronica has more HP now, not level stuck any more I guess.
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sharon
 
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Post » Thu Oct 30, 2008 12:11 pm

"That Gun" got a 25% DAM buff, or Cowboy perk now works with it. 23 DAM with regular ammo, 22 DAM with AP, and 40 DAM with HP. I might put Lucky away and play with that thing for awhile.

Really? That's pretty awesome. That Gun is one of my favourite weapons.
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carla
 
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Post » Thu Oct 30, 2008 5:53 pm

I dont want to sound negativist, but the crashes and freezes maybe never its gonna be repaired, i mean, that kind of problem was lesser in Fallout 3 and Oblivion, but those game have the same kind of crashes, they never bothered to resolve this
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Jade
 
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Post » Thu Oct 30, 2008 4:31 pm

The game crashes more then I would like. Plus I still can't get rid of motor-runners helmet or the rebreather from my inventory. But being able to come and go from the New Vegas strip with out a stupid hat alone makes me a happy patch owner. The fixes to the quests and most of the mods (I can't understand why the weight dose not really change but it's a small price to pay) for my weapons are just gravy.
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Silencio
 
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Post » Thu Oct 30, 2008 8:04 pm

The game crashes more then I would like. Plus I still can't get rid of motor-runners helmet or the rebreather from my inventory. But being able to come and go from the New Vegas strip with out a stupid hat alone makes me a happy patch owner. The fixes to the quests and most of the mods (I can't understand why the weight dose not really change but it's a small price to pay) for my weapons are just gravy.


I'm just curious. Why would you want to get rid of the rebreather? I use it all the time when I need to get in the water. It's very handy.
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TRIsha FEnnesse
 
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Post » Thu Oct 30, 2008 3:29 pm

Correct me if I'm wrong, but the patch just made all of my save files obsolete? W...T...F... Nice job, Bethesda. Here's a couple of protips you guys can share with other developers.

1. Test the software before you release it.

2. DO NOT include Steam, or Live, or any other online connection if possible. The added bugs are obviously not worth it (see 1 above, and note the time required to do proper testing).
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Farrah Barry
 
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Post » Thu Oct 30, 2008 2:48 pm

Explain please. I just put a weight mod on a sniper rifle and it seemed to work fine at reducing the weight. I saw nothing weird about it.


Well the original bug is that the weight reduction was properly displayed but not applied. I.e. the Sniper Rifle still weighs 8 pounds or whatever but displaying a weight of 4.
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Vahpie
 
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Post » Thu Oct 30, 2008 9:37 pm

I'm just curious. Why would you want to get rid of the rebreather? I use it all the time when I need to get in the water. It's very handy.


Sure the rebreather has it's uses (it's come in handy about three or four times outside of the quest I got it in) but other then that it's just clutter in my inventory and that just sort of bugs me.


P.S.sorry I seem to have screwed up the quote
P.S.S.and can't spell
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Batricia Alele
 
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Post » Thu Oct 30, 2008 2:38 pm

Correct me if I'm wrong, but the patch just made all of my save files obsolete? W...T...F... Nice job, Bethesda. Here's a couple of protips you guys can share with other developers.

1. Test the software before you release it.

2. DO NOT include Steam, or Live, or any other online connection if possible. The added bugs are obviously not worth it (see 1 above, and note the time required to do proper testing).


Maybe is only your problem, my save files works properly
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Tinkerbells
 
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Post » Thu Oct 30, 2008 2:06 pm

- Guns still out preform Energy Weapons by a wide margin.
- Explosives are just "lol" still.


To think Energy Weapons had the strongest weapons in Fallout 1&2 and now you're telling me they're just weaker than normal weapons... that's just not right.
Energy Weapons are supposed to be the futuristic ultra advanced weapons that pwns any standard weaponry... *BOOOO* :gun: :flamethrower: JE. Sawyer *BOOOOOO*!!! :banghead: :swear:

And I guess my explosive build can still rest in Limbo for the moment.

I do appreciate mr. J.E. Sawyer and all the work he's done, but I can't believe he committed such noobish gameplay & lore errors with all the experience he possess in the videogame industry and Fallout universe. Van Buren mechanics had flaws (allthough not sure that was from him), S.I.M.P.L.E. had flaws, didn't you learn anything from them?

Now, after saying that, it's not like I or somebody else would have done better, but come on, those are some pretty big flaws (along with other things).

Still, keep up the good work Obsidian.
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Angela
 
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Post » Thu Oct 30, 2008 3:22 pm

Hi guys, any news on the Energy Weapon ash/goo piles? Do they remain in situ forever, or disappear after a while?

Can't really check myself, I don't use EW in this game, since am focussing on guns only. Mainly due to the above. :)
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Adrian Morales
 
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Post » Thu Oct 30, 2008 10:05 pm

Correct me if I'm wrong, but the patch just made all of my save files obsolete? W...T...F... Nice job, Bethesda. Here's a couple of protips you guys can share with other developers.


I'm pretty sure you're mistaken. This patch should be mostly compatible with save files. Some changes (particularly any navmesh changes) will probably require a new save, and I doubt this patch will fix a save that's already been bugged, but it should otherwise be compatible. At least based on my knowledge of how games with this engine work.
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Sarah MacLeod
 
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Post » Thu Oct 30, 2008 12:52 pm

o think Energy Weapons had the strongest weapons in Fallout 1&2 and now you're telling me they're just weaker than normal weapons... that's just not right.
Energy Weapons are supposed to be the futuristic utlra advanced weapons that pwns any standard weaponry... *BOOOO* :gun: :flamethrower: JE. Sawyer *BOOOOOO*!!! :banghead: :swear:


Wrong, not all EW are better than the guns, back in Fallout 2 , The Vindicator is better than the average Energy Weapons.

I still dont see how is that about EW more weaker, i see my Laser Rifle really powerful than before

Van Buren mechanics had flaws


How?, the demo was only a tech demo, its improbable that the mechanics was perfectly done before the game was canceled
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carrie roche
 
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Post » Thu Oct 30, 2008 8:03 am

The patch corrupted my game files and I had to do a integrity check ~1.5GB had to be re-downloaded... its ether that or my hardrive is failing.
The game does run smother now.
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kyle pinchen
 
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Post » Thu Oct 30, 2008 7:35 pm

Wrong, not all EW are better than the guns, back in Fallout 2 , The Vindicator is better than the average Energy Weapons.

I'm not saying all EW weapons were more powerful than all of the conventional weapons, I'm saying the top EW weapons outclassed any other weaponry. There was nothing stronger than the Alien Blaster or the YK42B pulse rifle.

How?, the demo was only a tech demo, its improbable that the mechanics was perfectly done before the game was canceled


Well, when you looked into the demo skill menu, all range weapons were regrouped into only one skill( yes, no small guns, big guns or EW skills) and I don't think it was something they were going to change in the final version. IF, the game had been released in that state it would had caused some major debate & rage among the fans since it was about simplifying the gameplay (for that part, they did try to improve other things).
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Roy Harris
 
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Post » Thu Oct 30, 2008 5:50 pm

Still haven't downloaded a patch since the very first one. My game works fine other than a few broken quests but I can use the console to fix them.

I'll DL the new patch when the next one comes out.
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Penny Flame
 
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