The update just went LIVE on STEAM !

Post » Wed Sep 01, 2010 6:26 pm

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1 check you .INI file, i cant test this right now, set the 1 to 0, save and try.
iDetectionPicks=21
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Mr. Allen
 
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Post » Wed Sep 01, 2010 11:24 am

I concur, just went through some of them myself, the problem must be in the engine itself.

Well there's a few ways to make things not die, specific nifs can do it, and so can settings in the geck. Finding it is the hard part.
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Rhysa Hughes
 
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Post » Wed Sep 01, 2010 11:45 pm

For the archive invalidation problem, check this utility http://www.fallout3nexus.com/downloads/file.php?id=229, it will generate the txt file needed for new textures/meshes to be used correctly. Don't forget to remove ArchiveInvalidationInvalidated!.bsa from your data folder and ini files.
As a temporary fixe, it's working for me.
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Emilie M
 
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Post » Wed Sep 01, 2010 11:41 pm

That's a good idea, Nightingale. If that's set to 0 enemies 'should' die even if they're somehow set essential by the engine (though it means companions in normal games will also die if they're shot up too much, so it'll only work somewhat invisibly for players in hardcoe mode). If the enemies going unconscious is due to something else than the game thinking they're essential, though, it might not work.

As for archive invalidation, let's hope they fixed it from Oblivion so that it actually does something now - in Oblivion the engine didn't even read that text file or something, if I remember right.
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Far'ed K.G.h.m
 
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Post » Wed Sep 01, 2010 9:07 pm

Seems to happen to anything that can respawn. Must be related to the respawning
I tried an experiment disabling respawn for small geckos, made no difference unfortunately, I'm convinced this is deep in the engine.
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Daddy Cool!
 
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Post » Wed Sep 01, 2010 5:37 pm

[GamePlay]
*snip*
bEssentialTakeNoDamage=1
*snip*


A temporary solution at best, but if it's the only one, well, then everyone and everything must be killable until the hotfix comes out.

And copying my own post from the Mods sub-forum:

Is there a policy against uploading and linking to the official v1.1.1.271 Steam EXE for those who had the misfortune to update to v1.1.1.281 (with the occurrences of un-killable creatures/NPCs, and a few .ini issues like being unable to add ArchiveInvalidationInvalidated.bsa to the SArchiveList entry/list), but still want to either use NVSE enabled-mods, or just have a somewhat more playable game experience?

I made it a point to back up several key files regularly, so I've got both the .271 and .281 EXEs lying around; same case for the more tech/mod-savvy owners of FNV, but tough luck for just about everyone else, I suppose. At least until a hotfix is posted.


Scratch that option.
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Ana Torrecilla Cabeza
 
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Post » Wed Sep 01, 2010 11:03 pm

That's a good idea, Nightingale. If that's set to 0 enemies 'should' die even if they're somehow set essential by the engine (though it means companions in normal games will also die if they're shot up too much, so it'll only work somewhat invisibly for players in hardcoe mode). If the enemies going unconscious is due to something else than the game thinking they're essential, though, it might not work.

As for archive invalidation, let's hope they fixed it from Oblivion so that it actually does something now - in Oblivion the engine didn't even read that text file or something, if I remember right.



i had to reinstall, or rather i just gave up tring to find out why i couldnt launch the .exe, so in the middle of that, if it works it works.. if not :(

bust as for companions, in game hit ~ click the companion, type setav health 999999999. dont need to worry about them dieing again... ever lol.
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YO MAma
 
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Post » Wed Sep 01, 2010 10:21 pm

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1 check you .INI file, i cant test this right now, set the 1 to 0, save and try.
iDetectionPicks=21


Which ini are you referring to? Fallout_default? Or one of the others in My Docs?
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Jade MacSpade
 
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Post » Wed Sep 01, 2010 8:43 am

Which ini are you referring to? Fallout_default? Or one of the others in My Docs?


you can change all of them, to be safe thats what i would do, the 1 that gives you problems, left click > properties, uncheck read only, hit apply, then edit, you can now save it.
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Hazel Sian ogden
 
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Post » Wed Sep 01, 2010 5:03 pm

- Companions now show up as waypoints on the map

Really? just don't tell me it uses the same arrow for quest objective......
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Spaceman
 
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Post » Wed Sep 01, 2010 11:56 pm

There's a fix for the archive invalidation.bsa problem (which seems to be the cause of most of the crashes-prior-to-game-load).

The solution is to put some other .bsa file other than AII.bsa in the front position, such as the Meshes or Voices file. Just make sure AII.bsa is before the texture BSAs and you should be golden

Animos: The Fallout_Default.ini is the only .ini file that will retain its settings upon loading the game, so use that one. Just make a copy first.
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Chris Guerin
 
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Post » Wed Sep 01, 2010 2:14 pm

I've only played about an hour since I patched the game again, but I can confirm

On the plus side:

I too appear to have stopped suffering the stuttering/jerking while moving around, which is awesome. I have an Nvidia card, BFG 8800 GTX OC2 758MB. I didn't originally suffer the problem but did start to over time (maybe introduced with one of the previous patches and fixed again in this one?)

Minus side:

I've had one CTD in the solar tower, but this also seemed to be linked to "barrel noise" as if someone was kicking around 20 of them around the room lol

I now have the dreaded Unconscious bug, which so far is affecting ghouls, nightkin and Robobrains (Protectrons seem to still go down fine)
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Lisa Robb
 
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Post » Wed Sep 01, 2010 2:32 pm

Just read about that one too, here's a link to the post about it : http://www.thenexusforums.com/index.php?/topic/255381-fallout-new-vegas-archiveinvalidation-invalidated-endorsemants/page__st__140
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Calum Campbell
 
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Post » Wed Sep 01, 2010 9:43 am

Did you tried to set "98/ME" compatibility mode in properties of falloutNV.exe? It helped me without priority changing (which did not helped).


Wow that worked...Now ED-E keeps turning into a statue for some strange reason. Kinda annoying as he's my floating backpack carrying the AMR+Ammo along with my other supplies.
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Rachel Cafferty
 
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Post » Wed Sep 01, 2010 9:42 am

Is anyone else's game crashing when they buy jars of gun powder, cases of casings, or primer boxes?
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Amysaurusrex
 
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Post » Wed Sep 01, 2010 4:01 pm

The launcher pops up, I click Play and the launcher disappears but the game does not start. Tried several times and have restarted Steam. Nothing.


Same issue.
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Ally Chimienti
 
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Post » Wed Sep 01, 2010 9:55 pm

did this patch correct the save corruption, from the various vaults, the come fly with me quests?
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phillip crookes
 
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Post » Wed Sep 01, 2010 12:17 pm

Just in case this news didn't make it here yet, the archiveinvalidation.bsa works if you don't have it first in the archive list. Put it after meshes and before textures, that's how it works for me.

Edit: and it was, twice. Damn ninjas :swear:
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Judy Lynch
 
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Post » Wed Sep 01, 2010 1:41 pm

Same issue.

If you're using archiveinvalidatedinvalidated!.bsa you need to modify the bsa load order in your fallout_default.ini
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Pants
 
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Post » Wed Sep 01, 2010 11:02 am

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


I can't speak for everyone, but the patch DID fix this problem for me with regards to the "Come Fly With Me" quest and savegame corruption.
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RUby DIaz
 
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Post » Wed Sep 01, 2010 2:11 pm

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1 check you .INI file, i cant test this right now, set the 1 to 0, save and try.
iDetectionPicks=21


I just tested this and it seems to work perfectly. Since nothing is ever set to Essential in a hardcoe game (as far as I know) and since I only play in hardcoe mode, this works perfectly for me. That, along with the fix for the archive invalidation issue, makes this patch work fine for me (but not yet perfectly, since I want my NVSE back).
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LuBiE LoU
 
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Post » Thu Sep 02, 2010 12:45 am

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.



sorry, 4got to mention it cant be first, actually i forgot to mention adding to the bsa list all together my bad :(

Edit: wow like 5ish ninja's lol 0.o
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Kelsey Hall
 
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Post » Wed Sep 01, 2010 7:15 pm

I just hope they get a quick fix out before people stop thinking it's funny! :D

...too late...
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Laura Mclean
 
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Post » Wed Sep 01, 2010 3:56 pm

Wow... looks like I'm one of the lucky ones who keeps Steam permanently in offline mode, so my game is running as well as it ever was. I guess there's an upside to being a so-called "steam hater". Although having read most of the threads about this patch I'll be doing a complete backup of FalloutNV just in case.

I feel for all the people who are affected by this - I'm astonished that the patch itself is so buggy. I only hope it wasn't rushed out the door to appease the fans.

Hopefully they will fix the patch bugs soon! *fingers crossed*
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lilmissparty
 
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Post » Thu Sep 02, 2010 12:42 am

There's a fix for the archive invalidation.bsa problem (which seems to be the cause of most of the crashes-prior-to-game-load).

The solution is to put some other .bsa file other than AII.bsa in the front position, such as the Meshes or Voices file. Just make sure AII.bsa is before the texture BSAs and you should be golden

Animos: The Fallout_Default.ini is the only .ini file that will retain its settings upon loading the game, so use that one. Just make a copy first.


I put voices in front of archive invalidation.bsa in the ini and it works like a charm, thanks!
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steve brewin
 
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