The update just went LIVE on STEAM !

Post » Wed Sep 01, 2010 1:46 pm

Wow, patch did nothing for me. Took out the fixes I had implemented and I still have the same problem - lags in the sound, gunshot sounds coming 10 seconds after the gun is fired.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Wed Sep 01, 2010 9:42 am

I'm told a fix for the unkillable enemies is going live now on Steam If you have issues after grabbing the this update, make sure you re-verify the files.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Wed Sep 01, 2010 2:04 pm

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.

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:

Going from Nightingale's instructions and taking note of TojKa's suggestion, this is how I have mine, now. Do I really need ArchiveInvalidation.bsa when there's no such thing in my Data folder? I now have a file called ArchiveInvalidationInvalidated!.bsa (it was an empty text file with its extension changed to bsa)

[Archive]SInvalidationFile=ArchiveInvalidation.bsaiRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, ArchiveInvalidationInvalidated!.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa,  Fallout - Misc.bsa


Looking at my Fallout 3 ini file (and I use AII!) and that first line is empty, just SInvalidationFile=

Just wanted to see if I'm doing it properly. I have to go out for a few hours, I guess I'll check it later see if it all works :)
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Wed Sep 01, 2010 8:06 pm

Wow, patch did nothing for me. Took out the fixes I had implemented and I still have the same problem - lags in the sound, gunshot sounds coming 10 seconds after the gun is fired.

Open fallout new vegas folder. Find fallounNV.exe there and open it's properties. go to Compatibility tab and set compatibility mode to 98/ME. Yes, this is sounds ridiculous, but it helped me and other guy in this thread.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Wed Sep 01, 2010 12:41 pm

Works like a charm. Don't even need the d3dx.dll for ATI cards.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Wed Sep 01, 2010 6:23 pm

for Archive Invalidation I was able to place it first in SArchiveList simply by renaming it...

I renamed my "ArchiveInvalidationInvalidated!.bsa" file in the Data folder to "Fallout - ArchiveInvalidation.bsa" and added it first in the SArchiveList and i seem to have no problems with it loading now.

Anyone else able to do this?
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Wed Sep 01, 2010 10:06 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.



You my friend are my new best friend :D thank you so much!!!!!!!
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Wed Sep 01, 2010 5:04 pm

I'm told a fix for the unkillable enemies is going live now on Steam If you have issues after grabbing the this update, make sure you re-verify the files.

Can you enlighten us about patch for eastern europe versions? I believe, proccess of releasing a patch is like this: Bethesda/Obsidian (sorry, I don't know who makin' the patch) send patch to 1C/Cenega, they translating it and send it to Steam for distribution. Correct me if I'm wrong.
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Wed Sep 01, 2010 9:30 pm

I'm told a fix for the unkillable enemies is going live now on Steam If you have issues after grabbing the this update, make sure you re-verify the files.



Nice try, but no cigar. Restarted Steam, verified files for giggles, launched FONV. Sniped two 'lurks, one died.. the other.. "Lakelurk is unconcious." :cookie:
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Wed Sep 01, 2010 11:58 am

Nice try, but no cigar. Restarted Steam, verified files for giggles, launched FONV. Sniped two 'lurks, one died.. the other.. "Lakelurk is unconcious." :cookie:

Had they already spawned before the patch?
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Sep 01, 2010 11:22 pm

Going from Nightingale's instructions and taking note of TojKa's suggestion, this is how I have mine, now. Do I really need ArchiveInvalidation.bsa when there's no such thing in my Data folder? I now have a file called ArchiveInvalidationInvalidated!.bsa (it was an empty text file with its extension changed to bsa)

[Archive]SInvalidationFile=ArchiveInvalidation.bsaiRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, ArchiveInvalidationInvalidated!.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa,  Fallout - Misc.bsa


Looking at my Fallout 3 ini file (and I use AII!) and that first line is empty, just SInvalidationFile=

Just wanted to see if I'm doing it properly. I have to go out for a few hours, I guess I'll check it later see if it all works :)


i was wrong for this i think, you might need to name it ArchiveInvalidationInvalidated!.bsa, i think leaveing it balnk will just cause a ctd, not sure.

some1 said that this fix of mine worked though.

in the InI file find this.

bEssentialTakeNoDamage=1

make it this.

bEssentialTakeNoDamage=0

the down side is there will be no essential NPC at all.
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Wed Sep 01, 2010 3:36 pm

Timos: Did Steam say F:NV was updated? What version of NV did you test this on? Check this by going to your FNV directly and right-clicking the FalloutNV.exe file and looking in the Details tab. The new version is 285 and was put up a few minutes after GStaff posted that. The older version, with the unkillable enemies, was 280. EDIT: Mine downloaded at 7:44, the same minute that you posted.

(I tested it myself on some Deathclaws that were already-spawned and unkillable and it wound up with them dead just fine)
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Wed Sep 01, 2010 11:32 pm

HEY WAIT, PATCHED AGAIN? I had a second patch after 1.1.1

It now says 1.2.0.285
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Sep 01, 2010 11:47 pm

Hah, the game has updated twice for me - just updated to 1.2. Any idea what this one does?
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Wed Sep 01, 2010 5:51 pm

Hah, the game has updated twice for me - just updated to 1.2. Any idea what this one does?


It corrects the issue with the enemies not being killable -- that's the issue that was being reported with 1.1.1
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Wed Sep 01, 2010 3:41 pm

It still doesn't correct the issue with the archiveinvalidation but moving the voices bsa to the front and having the invalidation bsa load just after it seems to work fine.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Wed Sep 01, 2010 6:49 pm

Yup, it downloaded another patch, if that was the hotfix, nice job Bethesda :goodjob: Still, i can't play the game until NVSE is updated, due to me using the Readius mod.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Wed Sep 01, 2010 8:29 pm

yeah makes me have to reinstall again probably :banghead:

guys just stop trying to fix it and let a bloodly modder do it ok? LOL.
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Wed Sep 01, 2010 10:15 pm

Timos: Did Steam say F:NV was updated? What version of NV did you test this on? Check this by going to your FNV directly and right-clicking the FalloutNV.exe file and looking in the Details tab. The new version is 285 and was put up a few minutes after GStaff posted that. The older version, with the unkillable enemies, was 280. EDIT: Mine downloaded at 7:44, the same minute that you posted.

(I tested it myself on some Deathclaws that were already-spawned and unkillable and it wound up with them dead just fine)


1.2.0.285 _just_ got downloaded by me.
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Wed Sep 01, 2010 5:20 pm

Timos: Did Steam say F:NV was updated? What version of NV did you test this on? Check this by going to your FNV directly and right-clicking the FalloutNV.exe file and looking in the Details tab. The new version is 285 and was put up a few minutes after GStaff posted that. The older version, with the unkillable enemies, was 280. EDIT: Mine downloaded at 7:44, the same minute that you posted.

(I tested it myself on some Deathclaws that were already-spawned and unkillable and it wound up with them dead just fine)



It's very possible mine hadn't been patched yet. =) I'll try it again, just checked it and now says 1.20.285 like yours.

Edit: working fine so far :foodndrink:
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Wed Sep 01, 2010 11:59 pm

Hello again!

The Unconscious-Problem is now fixed. BUT I have the keymapping issue, too, I must put e. g. 5-times the key, before they react. When will be this fixed, too?


PS So I fixed it by myself through this:

http://www.gamesas.com/index.php?/topic/1123616-game-updates/page__view__findpost__p__16656679
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Wed Sep 01, 2010 6:45 pm

Open fallout new vegas folder. Find fallounNV.exe there and open it's properties. go to Compatibility tab and set compatibility mode to 98/ME. Yes, this is sounds ridiculous, but it helped me and other guy in this thread.


Might as well try that. I just deleted the game and will try reinstalling first. I had tried so many kludgy fixes I thought one of them might be lingering and causing the problem. We'll see what happens after reinstallation. Thanks.
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Wed Sep 01, 2010 7:52 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 problem here. No error. Nothing.
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Wed Sep 01, 2010 8:33 pm

i have 4, i am guessing the .exe, and my 3 .ini files...


There is a .log file you can read to see which files fail

I always fail InstallScript.vdf
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Wed Sep 01, 2010 10:23 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.



same issue file is InstallScript.vdf - you can get this info from a .log file

apparently it's not a "real" problem, just Steam screwed up
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

PreviousNext

Return to Fallout: New Vegas