The update just went LIVE on STEAM !

Post » Wed Sep 01, 2010 10:10 am

Yeah, there's a few issues caused, for sure.

Immortal creatures. A kill instead says they are unconscious, and a few seconds later, then get up and move around, attacking again.

Also, keymapping issues: If I have a weapon drawn, cannot holster, enter VATS or open Pipboy until I hit ENTER for some reason. I can then open Pipboy and reload/holster weapon.


Well that svcks. Does putting it on hardcoe mode make a difference? I know that certainly marks your companions as non-essential, so maybe it works on the creatures too.
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Cool Man Sam
 
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Post » Wed Sep 01, 2010 6:25 pm

What could be the mysterious file that is missing?
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Lory Da Costa
 
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Post » Wed Sep 01, 2010 3:17 pm

None of them vanilla? Like you editted them or you added these INI's? If you editted them Steam shouldn't do anything to them (Through integrity search at least) and then if you just added files STEAM won't bother to look at it.

In any case I too find this whole .INI replacement thing really annoying but I can't help but point my finger at the Launcher itself rather than the game. Anyone get the game to work by starting the Games .Exe rather than the launcher to see if it stops replacing the file? If it still happens then it is some WEIRD bug with Steam then we can at least be assured.... of something.



i edited them - alot the first 3 days after i got the game i just tested new edits. but if that not it thats not it... i hope they still work, once i figure out whats causeing it not to work, probably nvse.

as for the .exe, i cant even get that to work...
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Matthew Aaron Evans
 
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Post » Wed Sep 01, 2010 10:42 am

Watch out!, for some reason the patch has setessential on some of the creatures! http://www.gamesas.com/index.php?/topic/1139233-lol-umkillable-monsters-now/

They now only go unconsious, someone screwed the pooch, come on Obsidian, get it together!
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Marguerite Dabrin
 
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Post » Wed Sep 01, 2010 10:53 pm

Its been so long since i had to manually make a archive invalidate text time can someone explain to me how to do it by any chance?
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Sarah Edmunds
 
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Post » Wed Sep 01, 2010 11:44 am

Meh, it seems more likely that the invincible creature situation is getting a common thing. Hope it gets resolved in the morning. :(
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kirsty williams
 
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Post » Wed Sep 01, 2010 12:07 pm

Meh, it seems more likely that the invincible creature situation is getting a common thing. Hope it gets resolved in the morning. :(



yah, without breaking anything else in the process
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Melanie
 
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Post » Wed Sep 01, 2010 5:18 pm

Any chance the mods can get all the other threads starting up about issues after the patch and merge them here please, people are creating new threads regarding unkillable enemies.
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Steph
 
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Post » Wed Sep 01, 2010 12:10 pm

Hmm... I'll think I'll skip on this patch until the new bugs it introduces (essential creatures? Seriously, how does such a thing happen accidentally? :rofl:) are fixed again. Good thing I disabled Steam's automatic updating for New Vegas.

Still, other than that it sounds like a big improvement!
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meghan lock
 
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Post » Wed Sep 01, 2010 11:17 pm

Everything is going smoothly, dont have to use the DLL fix now, Which is a big thumbs up.
But im having the same problem, Some creatures, Im not sure about NPC's, Are now essential.
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Miranda Taylor
 
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Post » Wed Sep 01, 2010 6:51 pm

Its been so long since i had to manually make a archive invalidate text time can someone explain to me how to do it by any chance?


i got NV late and nvmm was already out, so i havent had to do it, this used to work for me, go in to the Fallout_default.ini should be located out side of the data folder.

hit CTRL + F, copy this, SInvalidationFile=ArchiveInvalidation.txt, and paste it in find, hit enter.

change the .txt to .bsa so it looks like this. SInvalidationFile=ArchiveInvalidation.bsa.

2 or 3 lines below you will see this;

bInvalidateOlderFiles=1

make sure it set to 1, save and close. if you cant save it, left click on the Fallout_default.ini file goto propertys and make sure "read Only" isn't checked. if it is un check it. that will let you edit it.

go into data folder, if you dont have a ArchiveInvalidationInvalidated!.bsa file, make a new txt document, rename it "ArchiveInvalidationInvalidated!.bsa" exactly without the quotes. everything *should* work.

it's been a long time for me too if it doesnt though.
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joseluis perez
 
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Post » Wed Sep 01, 2010 8:48 am

Think I'll just wait and not update yet.
Although, I don't use NVSE or NVMM. I have a manual Archive Invalidation file, and manually edit the plugins.txt for my load order if I add another esp, am running only a couple of mods, Steam is always offline (I also disable auto-updating) and I don't use the launcher. Maybe I'll be alright.
The only mod, really, that I must have is DarnUI. If I have to disable the rest for the moment then oh well. It's no big deal. It'd only be temporary.

@Tallulahkat: How many mods do you have that change vanilla textures? You need to add those texture paths to an ArchiveInvalidation.txt file and save it in the Data folder. One line at a time. It's tedious. Especially if you have heaps. I've done it from the beginning (pre-NVMM and AII) so am used to it now.

Edit.
@nightingale: Oh I don't edit the SArchive list to include the text file/change the extension from txt to bsa. It works just fine from my Data folder as is. But if it works for you that's fine :)
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Zoe Ratcliffe
 
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Post » Wed Sep 01, 2010 11:21 am

They now only go unconsious, someone screwed the pooch, come on Obsidian, get it together!

Wasn't Bethesda doing post-release support for this? I was under the impression Obsidian moved to add-ons and unrelated projects.
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Nathan Hunter
 
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Post » Wed Sep 01, 2010 7:43 pm

It feels like the patch was a bit rushed, maybe to get things done in time for the big patch and the December DLC. Essential wildlife is not a bug that is difficult to spot if you playtest the general game mechanics even for a short while.. Unless it was a last minute fix. Those always get you in trouble!

Anyway I'm sure Obsidian/Bethesda is already aware of the issue now and is banging their heads against the nearest desk or wall. :P

I just hope they get a quick fix out before people stop thinking it's funny! :D
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Marie
 
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Post » Wed Sep 01, 2010 6:49 pm

Does anyone else's game actually look better now? As soon as I started up the game it just looked different. I can actually notice the shadows now and colours look different. Was that flashing Vikki and Vance sign always on the side of the building? If it was I never noticed it before and now it stands out when I leave Nash's place.
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alyssa ALYSSA
 
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Post » Wed Sep 01, 2010 6:32 pm

It feels like the patch was a bit rushed, maybe to get things done in time for the big patch and the December DLC. Essential wildlife is not a bug that is difficult to spot if you playtest the general game mechanics even for a short while.. Unless it was a last minute fix. Those always get you in trouble!

Anyway I'm sure Obsidian/Bethesda is already aware of the issue now and is banging their heads against the nearest desk or wall. :P
I just don't understand how so many "different" creatures could be set essential, it would mean going through the different templates to set them, the only thing I can think of is they just set a macro to go through setting things and not realizing it was setting the creatures also.
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Laura Hicks
 
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Post » Wed Sep 01, 2010 8:25 pm

Watch out!, for some reason the patch has setessential on some of the creatures! http://www.gamesas.com/index.php?/topic/1139233-lol-umkillable-monsters-now/

They now only go unconsious, someone screwed the pooch, come on Obsidian, get it together!


Suffering from this. Game plays fine. just can't kill anything with more then 2 legs! yay!

sooo... call of duty black ops dropped today... hate spending a new 60 when i'm not done with the old game... but this [censored] is done broke.
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Matt Terry
 
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Post » Wed Sep 01, 2010 5:44 pm

Everytime I restart Steam and go for an integrity check of files, it keeps saying one file is missing and it needs to be reacquired. This doesn't prevent me from starting or playing the game, but is kind of annoying and worrying a bit.

I have the same issue with the integrity check. Also, I have the invinsible enemy issue now.
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Lucky Girl
 
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Post » Wed Sep 01, 2010 12:00 pm

Think I'll just wait and not update yet.
Although, I don't use NVSE or NVMM. I have a manual Archive Invalidation file, and manually edit the plugins.txt for my load order if I add another esp, am running only a couple of mods, Steam is always offline (I also disable auto-updating) and I don't use the launcher. Maybe I'll be alright.
The only mod, really, that I must have is DarnUI. If I have to disable the rest for the moment then oh well. It's no big deal. It'd only be temporary.

@Tallulahkat: How many mods do you have that change vanilla textures? You need to add those texture paths to an ArchiveInvalidation.txt file and save it in the Data folder. One line at a time. It's tedious. Especially if you have heaps. I've done it from the beginning (pre-NVMM and AII) so am used to it now.

Edit.
@nightingale: Oh I don't edit the SArchive list to include the text file/change the extension from txt to bsa. It works just fine from my Data folder as is. But if it works for you that's fine :)


i am pretty sure if you set it to .bsa you dont *need* too invalidate manually (type in all the texture files). it just sets up a dummy bsa and everything should work. all old files get replaced by new.
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Tai Scott
 
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Post » Wed Sep 01, 2010 1:09 pm

Watch out!, for some reason the patch has setessential on some of the creatures! http://www.gamesas.com/index.php?/topic/1139233-lol-umkillable-monsters-now/

They now only go unconsious, someone screwed the pooch, come on Obsidian, get it together!

They're not invulnerable, or set to essential or quest. I've already checked because I'm going through my mods to see if I have to change anything. The issue will have to be somewhere else besides the creature settings.
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JAY
 
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Post » Wed Sep 01, 2010 10:44 pm

They're not invulnerable, or set to essential or quest. I've already checked because I'm going through my mods to see if I have to change anything. The issue will have to be somewhere else besides the creature settings.



look in the vanilla falloutNV.esm, your mods shouldnt have changed, falloutNV.esm might have though.

i think if anything your mods should prevent that problem for you, becase the fix will have been in them already.


EDIT: it *should have fix it unless they added new creatures. in which case youd still need to check the falloutNV.esm.
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Brandi Norton
 
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Post » Wed Sep 01, 2010 5:18 pm

They're not invulnerable, or set to essential or quest. I've already checked because I'm going through my mods to see if I have to change anything. The issue will have to be somewhere else besides the creature settings.
I concur, just went through some of them myself, the problem must be in the engine itself.
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Ashley Campos
 
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Post » Wed Sep 01, 2010 3:05 pm

look in the vanilla falloutNV.esm, your mods shouldnt have changed, falloutNV.esm might have though.

i think if anything your mods should prevent that problem for you, becase the fix will have been in them already.


EDIT: it *should have fix it unless they added new creatures. in which case youd still need to check the falloutNV.esm.

You kinda misunderstood what I said. My mods, as in the ones I've released because some of them modify forms, or creature AI.
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Hannah Barnard
 
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Post » Wed Sep 01, 2010 9:20 am

did this patch correct the save corruption, from the various vaults, the come fly with me quests?

Because that was only problem i had.
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Lily Something
 
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Post » Wed Sep 01, 2010 6:16 pm

Seems to happen to anything that can respawn. Must be related to the respawning
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Laura Simmonds
 
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